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Clarion Quietus
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Doomed Hero
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Character Knowledge (Quietus Clarion)
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Topic: Character Knowledge (Quietus Clarion) (Read 4098 times)
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Doomed Hero
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Character Knowledge (Quietus Clarion)
«
on:
May 13, 2011, 10:39:37 PM »
What Kael Knows
(click to show/hide)
Erenlander
: Once the kingdom was great. A shining bastion of reason and order. Might was used for right rather than to attempt to create it. The line of kings was unbroken and strong. Their sygil was the Golden Griffon on a white background. Their power was symbolized by three towers, one for each of the three races of man that made up the kingdom. In Sharuun, the Golden Towers, a pair of spires connected by a bridge that was a marvel of engineering, was the center of politics, law and social justice, filled with philosophers and politicians tasked by the King to find ways to consistently better the quality of lives of all people in the kingdom. In Nalford, the Grey Tower was the center of military training and advancement, it's halls creating the greatest stratigists and warriors the world has ever seen before the coming of the Night Kings. In Highwall, the White Tower was the center of knowledge and learning, it's libraries spanning more than thirty stories and containing the collected knowledge of three peoples. Today the line is broken, slaughtered and the great white tower of highwall destroyed. in it's place stand Theros Obsidia, The Black Tower, raised in one night by the power of God himself, where the new King, Jazhir, rules. The great plains Griffon has been hunted nearly to extinction. Jazhir's crest is a black downward facing sword ringed by a black crown on a red background.
Baden's Bluff
is built on a seaside limestone cliff. Imagine an enormous, rounded aztec step pyramid, with buildings built along each level, set into the side of a cliff. At the bottom, near the waterline, canals are cut into the stone, and are the city's primary mode of transportation (think like venice). They even become tunnels once they hit the limestone, leading into the immense network of underground pathways that lead inside the enormous underground cove called the Maw. The maw can hold dozens of ships at a time, though only has room for one to go in and out of at a time. Only the most skilled captains enter the maw, because it's mouth is narrow and many a ship has been breached on the walls by an unexpected lurching of the water. Captains not skilled enough, or with too large a ship, have to arrange for their goods to be ferried in from the docks, which can be steep. The most successful captains are the ones who have the skill to pilot the largest ship possible through the Maw and into the Heart (the inner area of the cove. Once in the Heart, the ships can be unloaded via the massive pulley and crane system that takes goods strait to the channel that runs straight up and out of the Heart, cutting through the limestone and exiting right in the middle of the merchant district. Life for workers in the Well (called Welfare Boys, or Bottom Dwellers) is harsh. Hours are long and conditions are dangerous. There is little light, everything is cold and wet, moss grows on the stone, and ropes rot and break. Men die almost daily. The waters of the Maw are filled with half submerged corpses. Boats moor themselves to the walls so as not to drop anchor and invite the Drowned Fell, who swarm on the bottom of the water like piraņa, to climb the chains. Most of the time, if someone ends up in the water, they are simply left. Eventually the screams die and life goes on.
Around the Heart is the sewers, which are not so much sewers as they are another city. Once a dwarven hold, the circular, maze-like passages and aqueducts are nearly impossible to navigate without a guide. Passaged are dug out, blocked off, collapsed or sealed on a weekly basis, changing the landscape and keeping the eternal game of cat-and-mouse between the agents of the Hidden Court and the agents of the Crown continually new.
Legates in Baden's Bluff are surprisingly helpful, willing to do nearly anything to help their flock. All they ask is to be kept abreast of what is happening in the lives of the people so they may best figure out how to serve the greatest number. Information is the currency here, from the lowliest drunken dockworker to the highest courtier.
At the top of the hill the cliffs turn into, called the Crown, is the noble district. The change from squalor to opulence is obvious and striking. The most amazing characteristic of the Crown is the tall, twisting tower called the Spire. Atop it sits the Guardian of the Bluff, called and given to the Order by the First Legate himself, the great Beast of the Spire, Zaindal. It's wings can shade an entire district and it's cry chills the blood of all who hear it. It spends most of it's time curled up around the great tower, but when enemies of the Order are at large on land or sea, the great beast soars, bringing ruin to the poor souls it hunts.
The Bluff is ruled by Helrion Baden, the tall and powerful heir to the Baden throne. He is advised by Werner Dalamark, the hereditary protector of the Baden line. In the spire is the High Legate of the Bluffs, Cerano, a pious and personable man who refuses any and all titles. he is greatly blessed by Izrador and spends most of his time out in the city proper, doing work along side his subordinates. The chief enforcer of the Court is a man known only a Gorse. If the world of midnight ever had a Bogeyman, it is him. He is legendary in his efficiency and his prowess. None know who he is or where he came from, but he is rumored to be able to disappear into shadows, change his appearance, paralyze with a look, sense fear and lies, and turn blades on his skin. Agents are careful never to do anything that catches the attention of anyone with authority. When Gorse comes for you, you simply vanish.
The Crown
: Herion Baden's court is much like the old stories through a dark mirror. His balls and tournaments are full of everyone who is anyone in the city, but the cheer and social grace is a mask for the ruthless, bloodthirsty monsters that fill the upper levels of society in the Bluff. Learning to navigate the labyrinthine circles of intrigue is a matter of being unnoticed and insignificant until you have enough clout that you can survive a few weeks of attempts on your life. Once you have proven yourself socially strong and too much of an investment to kill, you are generally accepted as one of the staples of the courts. There are only two real rules. First, Don't Kill the Messenger. This gives low level servants one of the safest positions in the court. They are all spies and everyone knows it, but they are off limits. The second is Speak Nice. Dueling is legal and encouraged. The slightest insult can have you facing the wrong end of a sharp blade, and absolutely everyone is able to fight, or can afford a competent stand-in.
The Hidden Court
is what the resistance of the Bluff calls itself. They are led by the legendary and illusive Thomas Baden, the true heir to the throne, he is said to have the gall to live right under the nose of the Crown, work firmly against them, and never get caught. Agents of Baden may go their entire careers without ever meeting anyone who has ever actually met the man they are sworn to, or even any other true agents. The cells that they operate in are close, small and paranoid. A large part of the hidden Court's success is rumored to be because of a man only known as the Hidden Prophet. If even a fraction of what the rumors say is true, the prophet is one of the most dangerous people in the world to the Shadow's organization. His capture or death has been a top priority for years, but only recently has it come to fruition. Unfortunately, just before the strike was to be carried out, the Prophet vanished from the city. Tracking him is your primary mission.
The Avenging Knives
. The third faction in the city. Also, ostensibly, a part of the Resistance, they endanger everyone by fighting the shadow much more openly, carrying out assassinations and vandalism to try to loosen the yoke of tyranny or take revenge. They try as best they can to disrupt the flow of information and supplies coming out of the Bluff, which is drawing more attention than either court would like. The Crown is beginning to lose patience and now that one of the higher legates has been killed, Theros Obsidia has taken notice. Thusfar no action has been taken, but rumors of martial law being declared is making both courts sweat.
Money
: The only city in the north that uses it. Imagine all the evils that come along with it, increased exponentially by desperation, greed and nothing to lose.
Slaves
: Are common in the Bluff. Lives are bought and sold. People who fall into debt to the government are taken as slaves. Those who fall into debt with moneylenders become indentured servants, which is little better. Collars are the mark of a slave, and the symbol of the district their master lives in is marked plainly on it. Slaves roam freely, but cannot leave their district without the accompaniment of their owner. Slaves caught outside their district are viciously and publicly punished.
«
Last Edit: May 13, 2011, 10:47:02 PM by Doomed Hero
»
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Luiniel Blades
Avatar of the Witch Queen
Spell Energy / Taint +4/-0
Gender:
Posts: 1,586
"Inch towards daylight"
Re: Character Knowledge (Quietus Clarion)
«
Reply #1 on:
October 11, 2011, 01:53:13 PM »
What Xein knows
(click to show/hide)
Post wagon chase:
Cara- Sarcosan female, Dangerously skilled Fighter and Channeller? Ability to control weather. Lightning and fog, supposedly rainstorms as well. Was Lord Skinners guest until Skindancer lost control of her. Mother of one called Siobhan. Doesn't age due to Lord Skinners attentions. Mentioning Siobhan around Cara acts as a trigger to her frenzy.
Garion-Erenlander male, tanned skin, short dark hair, brown eyes, 6'1, Skilled resistance member, feverishly hunted after his wife Cara, Siobhan's father.
Wendle- Gnome male, tanned skin, short black hair, dark eyes, 3'6, Wagon Driver, has the look of one who is used to his comforts but is also used to hard times, smokes a lot, complains for most things, long time member of the resistance.
Star/Otter- Gnome brothers, both male, black hair/darker hair, brown eyes/grey green eyes, 4'0/4'1, both skilled fist fighters, long time members of the resistance, neither seem to mind getting wet. Otters eyes were burned during the fight. Mention scars.
Siobhan- Young Sarcosan female, darkened skin, short wavy fire red hair, brown eyes, 5'4, competent Fighter, New resistance member. Daughter of one called Cara. Seems to have ability to manipulate fire at will. Emotional but easily angered.
Amethyst- Young Erenlander Woman, tanned skin, straight mid back length dark brown hair, blue eyes, 5'5 unskilled fighter but very bright and easily inspired in combat. Possesses a wide variety of talents including Herbalsim. Mild mannered and charming, inspirational to allies to an alarming degree. Speaks strongly of hope.
Dorin- Large Dornish man- short blonde hair, blue eyes, 6'10, Skilled fighter, unnaturally strong for most Dorns especially in short bursts, pulled horse team of wagons by himself, defeated Alpha pack leader in combat.
Mandag- Erenlander male- tanned skin, short dark hair, dark eyes, 5'11, Member of the resistance. Knows something about healing wounds. Speaks with authority and caution, leader?
Eirick- Young Erenlander male- Fair skin, shoulder length dirty blonde hair, 6'4, unskilled but quick Fighter, Being pursued by Kael,
Nefario- Halfling male- tanned skin, dark eyes, 3'0 unskilled fighter, scaled body, quick claws. Wounded in combat.
Ivy- Elfling female- Fair skin, wavy dark blonde hair, Green eyes, 4'2, weak Channeller, unskilled fighter, nearly killed in combat, brave but foolish for moving so much while bleeding out.
Cloaked Figures: All very dangerous. Identified as Elves.
- Female figure- Powerful Channeller, commanding presence.
- Protective figure, wields two short blades,
- Watchful figure, wields long bow, very skilled shot, tallest of them.
- Eirinn is the name of one of them.
(click to show/hide)
Lord Skinner- Male Erenlander, High Legate in the Order of the Shadow. His will must be obeyed.
Hanz- Male Erenlander, the masters oldest personal servant, thin and willowy, quiet, dutiful, calm and collected.
Sir Riddar- Erenlander male, Older knight of the Order. Skilled Fighter on horseback, devoted to the Shadow, quiet and very serious, always impatient to get moving and hates distractions from his mission. His skin tone has changed to a much paler version of himself since he left for the abbey.
Father Illustrian- Erenlander male, Speaker of the shadow. Unskilled Fighter, charismatic, wields the power of Izrador, the exact opposite of Sir Riddar in that he is very cheerful and talks more often than not. Now has an astirax. A piece of him was ripped out when it manifested.
Kael- Erenlander Male, Skilled fist fighter, Agent of the Bluff, hunting the one known as Eirick, seems guided by an unseen force and driven to complete the task he was given.
Rashgar- Gnoll Male, skilled tracker, raised as younger brother, will do as commanded and is loyal, still young and not yet fully grown.
The Pack- Alpha Male- All Gnolls, Mostly beaten down from the wagon chase. Recognize Xein as one to be followed.
Skindancer- Astirax, Angry. The Masters experiment failed. Inside me. Trapped. Enraged but quiet now. Can now be conversed with, possible source of a great deal of information.
Sister Amril- Sarcosan Female, polite and soft spoken, very inquisitive.
Sister Mara- Sarcosan Female, smiling and mysterious.
Jael- Sarcosan Male, wears a black cloak, Commander of the shadow forces near Kurgan Falls on the western side of the Kaladrun Mountains. Pawn and agent to a greater authority. His master seems to have a plan to potentially eliminate the Elves but allows free movement for insurgants.
Clouse- Hobgoblin Male, Head engineer, commanded by Jael, intelligent and inspiring to his allies. Leads by example. Appears to be extremely lucky.
Red- A red goblin. Strong, vicious, has a desire for battle. Cannot talk as his tongue is ripped out. Heals nearly instantly.
Lackey/Cohort- A very intelligent Goblin. Seems to be Lucky like Clouse. Is able to direct a stone Golem.
King Blanket- Ogre Male, Destructive to whatever is close by. Scars on his body from being caught on fire. Has moments of clarity, very unlike most Ogres. Thinks of himself as a King.
(click to show/hide)
Resistance members are heading to the mountains. The women Siobhan and Amethyst came from the west.
Fire:
-Flour flares up when subject to open flames.
-Oil fires continues to burn even more when exposed to water.
War/large scale battles:
-War is nerve racking!
-A skilled commander is necessary to win.
-Stone Golems are able to destroy stone fortifications.
Dwarves:
-Dwarves fight to the last man.
-They use large stone fortifications and underground tunnels to easily move around.
-They have tough skin.
-They are slow but move well.
-They generally wear heavy armor and use axes to fight with.
-They are resistant to magic.
Astiraxes:
-Astiraxes are terrifying creatures to look at!
-They may take a piece of your soul/essence with them if they rip out of you.
-They can sense magic at great distances.
-They are generally only able to possess animals.
«
Last Edit: December 23, 2012, 05:51:37 PM by Luiniel Blades
»
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Currently reading: Brandon Sanderson's Mistborn series; The Hero of Ages.
Luiniel Blades
Avatar of the Witch Queen
Spell Energy / Taint +4/-0
Gender:
Posts: 1,586
"Inch towards daylight"
Re: Character Knowledge (Quietus Clarion)
«
Reply #2 on:
July 18, 2016, 07:03:45 PM »
What Aliya knows:
(click to show/hide)
Sarcosan-
The Plains
: Life on the plains is difficult, but the seasons are beautiful. You remember little of it, but the important things stick out.
Spring
is an ocean of color. Greens, blues, purples, reds, as the sword grass and wildflowers erupt in weeks, soon rising four to five feet in height. Life abounds and game is plentiful. Massive herds of wild boro cut great swaths through the grasses, herds of wild horses run free. grass cats and wild dogs hunt small game hidden by the grasses. Skies are clear during the day, but in the mornings and evenings thick fog rolls in from the north and south in thick patches. Sarcosans fear and loathe the fog, so trade and travel is extremely limited. This is the time when the tithe-takers and Judicators come to permeant settlements to see how they are doing. They take a portion of crops and ensure that the needed supplies are delivered. Shadow-guarded smiths travel to make repairs and forge new tools for the plowing season. Hobgoblin engineers and bugbear slavers move freely across the plains repairing roads and hunting for halflings. The eyes of the Powers That Be are numerous in spring.
Summer
is sweltering, the way summer should be, but the open plains are full of pleasant breezes that keep back the worst of the heat. The wildflowers end their bloom, turning the landscape to a sea of green, listing like gentle waves in the constant breeze. Lines of thousands of orcs move down the old King's Roads traveling to the mountain passes to join the endless war against the dwarves, their hobnailed boots and marching rhythm audible for miles as they shake the ground with their passage.
Fall
marks the turn of color, green to yellow, as the sword grass quickly dies and the winds pick up. Spreading from the south, the grasses quickly pale. This annual event is called the Amber Wave, and marks the beginning of stockpiling food and supplies for winter. The sword grass becomes incredibly brittle, breaking apart in the harsh winds and blowing off, scattering seeds and detritus to the north, and exposing the layer of grass behind it to the wind, continuing the cycle. Soon, the air is thick with dust and the plains are barren. With nothing to break against, the winds become very harsh indeed, creating dust and storm that lasts until winter covers the land. The Sarcosans call this the "Bleakness" and is the primary reason for the masks they wear. Protecting ones eyes and lungs against the dust is critical. The plains-dwellers use this time as a way to move about undetected. The land is barren, revealing hazards that would otherwise be hidden, and the dust obscures their movements at a distance. It is never so thick that it is blinding, but it is hazy enough that beyond about 50 feet, everything is simply a grey haze. The Fell are more active, ravenous and prevalent in Fall. Walls around villages are reinforced and bodies are buried separately from heads. This is said to curse the soul to a lonely wandering, but it is better that than having them raise as a flesh-hungry abomination.
Winter
is marked by snow, covering the dusty plains in white. Traveled trails and roads quickly churn up the dust beneath, creating a black-and-white contrast that is striking to behold. Tracking the movement of anything becomes child's play. Footsteps leave black prints in the white landscape making trails that are visible from hundreds of feet away. Hunting is nearly impossible. Game is scarce and well hidden.
The Heavenly Host
: The sarcosan "gods". They are not gods in the same way Izrador is. They are closer in nature to the greek panthon and the stories of the bible. They are many, and very human and flawed, and they do not exert their will over Erdane in any overt way. Only through their teachings in the Book of the Sahi and the signs in the stars do men know their wills. They do not want any one particular thing, they are legion, and diverse in purpose. Many Sarcosan families have a patron Rider that they offer prayers to, as well as numerous Riders that are the patrons of small, simple things like hearthfires, wind, luck, pregnancy, health, dinner, or any other important but minor aspects of life. (Feel free to make up your own Riders if your character is in anyway spiritual.) It is also common to invoke the entire Host in times where one particular Rider is not relevant or known (oaths such as "By the Host!" or "The Host take it!" are good examples of this.
Horses
are reincarnated from the souls of men. They are gifts from the Heavenly Host, and also a means by which to measure personal worth. All Horses belong to the Sorshef (king), and the rights to care for them, train them, breed them and other tasks is divvied up to the Sorshef's Sworn Riders (nobles and honor guard), and then further designated from there. "Horse-rights" are the most important value a family or individual has. A Sarcosan without a horse, or the responsibility of caring for the horses of others, is a wretched thing indeed. Not all Sarcosans have a horse that they care for (no sarcosan but the Sorshef "owns" a horse), but *all* know how to ride. If a family does not have a horse, other members of the community will offer theirs to teach children with. Every sarcosan remembers and honors the horse they first learned to ride on. Sarcosan men do not become men until they have participated in the breaking of their first horse. Women break horses as well, but for men it is a right of passage. Sarcosans *never* eat horse meat. It is akin to cannibalism.
Plains Leopards
: Massive cats who prey on wild horses. They range all over the plains, stealthy and slilent. They are huge, growing as large as 10 feet long and 900 pounds (slightly larger than a siberian tiger) Rather than being monsters of darkness to be feared and fought, they are revered. They take the weak, keeping the herds strong. Killing a leopard is punishable by death. The only exception to the rule is when the Sorshef or one of his council calls a Cat Hunt. This is essentially a culling of the leopard's numbers, and involves much boasting, feasting and celebration. The numbers of cats successfully killed is often very low *they are stealthy and wide ranging) but those warriors who do manage to bring one down are richly rewarded. Those who spot the cat have "first rights" to it, and engage alone (often being injured or killed in the attempt). If the cat escapes them, the rest of the hunting party is allowed to engage and run it down. Only those who have killed a leopard by themselves are allowed to wear it's pelt. These warriors are called "Felis Farai" or "Cat Warriors" and are both feared and respected.
Fog
: The most powerful and terrifying of the Sarcosan superstitions. Fog kills. Everything about it is anathema to the existance of the horse-nomads. It hampers visibility and sound, making families vulnerable to ambush. It hides the ground, making it likely that a horse will fall, injuring itself or it's rider, It's dampness infects the lungs and quickly saturates silks bringing cold and illness. It depresses the spirits, which in these dark times can be equally as deadly. Most importantly though, the sarcosans believe that the fog and mist can steal souls. Those that die under it's blanket are doomed never to join the Heavenly Host and instead become trapped spirits, wandering forever in patches of mist. Evil people who are taken by the fog can become powerful and terrible spirits called Fades, who learn to control and gather the fog and use it to wreak death and havok on the plainsfolk.
Sahi Blade
: Every sarcosan is given a knife blade by the elder of their family when they turn 5 summers. Before the reach adulthood they are instructed to craft for themselves a handle for the blade. This is a test of the individual's artistic, economic, and social resourcefulness. The handle is supposed to make a statement about who the sarcosan is as a person, the more impressive the better. Some seek out exotic materials, others opulent gems. Some carve effigies of animals or objects in painstaking detail (or trade a skilled artist to do it for them). Each Sahi Blade is deeply personal and a strong symbol of social standing. Once the blade is complete and they have reached adulthood, they can begin earning tassels to attach to the handle. They are made out of horsehair, ribbon, leather, or braided cord and dyed or knotted in ways that represent a certain deed. They are given like medals for good works over the course of a person's life. The blades are never used for combat, except in the case of honor duels, in which case they are the only allowable weapon.
Masks:
Riders wear them for practicality, but in the best traditions of the wild west and the ninja, the mask has become an important symbol to the free sarcosans. They tend to be made of formed leather and silk, even covering the eyes with thin mesh to protect from dust while in the saddle, the mask obscures the identity and adds a fierceness to the rider. Some riders decorate their masks with studs, etchings or bleached or dyed images, words or designs.
Skills:
Knowledge: Arcana-
There are five different types of common magic.
Spirit Magic, which can be learned people. Such practitioners are commonly called shamans. Spirit Magic channels energy from the the world through the spirits, and is detectable by agents of the shadow. Shamans use pacts and favors with the spirits of the land to store and manipulate magical energies. Practicing Spirit Magic is punishable by death.
Hermetic Magic, which can be learned by people. Such practitioners are commonly called wizards. Hermetic magic channels the energies of the world through a symbolic edifice, and is detectable by agents of the shadow. Wizards use the symbology of writing and language to store and manipulate magical energies. Practicing Hermetic magic is punishable by death.
Sorcerous Magic, which can be learned by people. Such pracitioners are commonly known as Sorcerers. Sorcerous magic channels the energies of the world through the mind and body of the sorcerer themselves, and is considered by magical scholars to be both the most difficult of the three arcane disciplines, as well as the most prevalent. Practicing Sorcerous magic is punishable by death.
Innate magic, which is said to be a vestige of ancient fae powers. It is common in races such as halflings and elves. Dorns and Gnomes are also occasionally born with strange powers. Each culture has their own theories and superstitions about them. Sarcosans believe redheads possess magical powers. Dorns attribute such things to the favor or curse of their ancestors, and are marked by such things as strange birthmarks or having eyes of two different colors. Dwarves, being pragmatists, simply accept these things as strange happenstance and use it as best they can to aid in their own defense. Goblins are strangely marked by such things, possessing bluish skins. Such individuals usually rise to high authority in their cultures. Innate magic is believed to be undetectable by the agents of the shadow, but being caught working such magic is ill advised. At the very least it will earn you the attention of the Order. At worst, death.
Divine magic, or Miracles. Such magic is not learned. it is bestowed by the dark god himself upon those he feels are worthy. All it takes is prayer and devotion, and you too could be gifted with great power. The dark god is known to be harsh and fickle, and his power is surely addictive. It is said that to push his followers further towards his ends he will withhold power, like putting a carrot on a string before a horse. Practicing such magic will earn you the favor of the Order and may even allow you to be inducted into their ranks as an apprentice Legate or a priest.
Knowledge Shadow:
The doctrine of the Order teaches that the great god Izrador has been imprisoned by the jealous Old Gods, who abandoned the world to it's fate to punish their enemy. His body lies in the north attempting to gather enough strength to rise again. his spirit is free upon the world, watching, aiding, judging and empowering his followers.
He has four great agents.
The King, Jazhir, the Sword of Shadow, general of his great armies. The First Legate, Sunulael, the Priest of Shadow, who speaks with the voice of god. The Dragon, Zardrix, the Wrath of Shadow, who is sworn to destroy the lord's enemies. and The Sorcerer of Shaow, who's name is not known, who seeks out and destroys those foolish enough to draw the energies of the world away from Izrador, who requires them to heal his broken body.
There is great power in blood,
which is why sacrifices must be made, to release back to Izrador the power which is stolen from him when a creature is born. He is generous and willing to allow some to live, but too many could weaken him. Sacrifices are either those condemned by his judgement, or those to be rewarded by him for their service. A voluntary sacrifice is treated like a king for a month before they willingly and humbly lay themselves upon the alter. The needed blood is collected in a great basin, which slowly turns to a silvery black as the energies are drained from it and given to the great god. These basins are holy sites of great power and importance and must never be touched by mortal hands.
The Black Guard
are those sworn to protect the church. Not every church has them. Only the largest or most threatened. They are men of enormous stature and long training. They are bound by a vow of silence and are given great gifts by the Dark God. Their piety is legendary. Each one wears a suit of great and fearsome armor and carries terrible weapons.
The Orders of Legates are the Keepers of Obsidian
, who act as shepherds and advisors, and also tend the churches, The Sisters of Mercy, who judge and administer punishments to those who do not lead pious lives, The Witch Hunters, who seek out blasphemers, the Black Templar, who make war against the fae, adding the might of god to the armies, and the Umbral Catholicon, who administer to the sick and the wounded, granting mercy to those who need it most. There are other, smaller orders, but they are less well known.
Within each order of Legates there are a number of ranks- Neonate, Apprentice, Acolyte, Attendant, Legate, Bishop, and Greater Legate. Each order has it's own name for each of these ranks, but you have not learned them all. Currently you are considered an Acolyte within the ranks. Though according to what Kilara has taught you, were you within a temple, you would be an attendant at this stage of training and should be taking on your final rights for becoming a full Legate next time you visit a temple.
Knowledge Spirits:
The Trapped
, The bodi-less, spirits that were meant to be in one form or another but have sense been forced to take forms of spirits. Often capable of possessing sentient creatures. Mostly through force, but sometimes with the consent of their host. Able to feel the world in a very removed sense, but they are largely unable to interact with it. The more powerful creatures are, the more they tend to draw the Trapped to them. Most magics cannot harm them, but you are aware that Force Magics and a very small sub-set of other magics can directly interact with them. It is rumored that weapons infused with magic can harm them but are not readily able to destroy such creatures. Normally invisible to the eye, they are called ethereal in this state and can only be viewed by the grace of Izradors divination magics. Astiraxes, strange beings directly tied to the pure flow of Aryth's magic are one such type, Demons are considered among the Trapped as well. Most spirits are hungry to take full physical form again and will often enter into pacts with those who can deal with them to obtain it.
Summoning spells: There are spells which give temporary form to a nearby spirit, after which the spirit will often be drawn to the individual and often stay near to them. Spirits are living beings and do remember what you order them to do. It is the simplest kind of offering. Take this form for a short time and do my bidding. Many are willing to do so.
Your teachings have actually found that there is a way to greatly extend the magics with summoning magics, by offering them a much weaker form, this reduces them to a fraction of their normal durability and limits them to half strength, but the duration lasts for hours rather than merely seconds.
Calling Spells: Calling is very dangerous, you must first offer a tantalizing form for the called spirit to take hold of. Once that is done you must then enter into negotiations with the creature and bargain for terms of its service. This can be a very tricky process as sometimes the Caller will find themselves on the short end of a deal if the Spirit is particularly clever or demanding. Kilara, has warned you of this especially with Demons.
Possession: Once a deal is struck the spirit form can possess a physical being. The two beings share the form and can switch between control of one or the other. Demons are notorious for taking complete control once the deal is struck. If the original form of the Spirit and the Will of the spirit is stronger than the host body a terrible and often violent process begins known as Transformation. In a matter of weeks or only sometimes days, the spirit begins to retake it's old shape, twisting the host form into a likeness of its old self.
The Lost
, the spirits of those who have died and cannot escape to whatever final resting place they were given to. You were taught by the Church to believe that these unfortunate souls were those rejected by Izrador, those who opposed him in life such as the resistance, or those he found unworthy of being brought to him after failing him. Through your study of ancient tomes, you have found that the majority of the souls in fact are the souls of all who died after the Veil was formed by Izradors fall. They make up the Maelstrom and cannot in fact interact with the world except upon very rare occasions.
The Eternal
, Vaguely mentioned beings thought to be in some way tied to the spirit of creation itself in this world. Unassailable in all mentions you have come across and utterly powerful. Or so the seemingly mad ravings from the few accounts you were able to find gave.
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