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		<id>https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=6259</id>
		<title>Necromancy</title>
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		<updated>2024-07-13T01:44:35Z</updated>

		<summary type="html">&lt;p&gt;Maple: corrected the levels for path magic&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Necromancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Soul Gem&lt;br /&gt;
| Paths = Soul-Destined '''·''' Death-Destined&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. &lt;br /&gt;
&lt;br /&gt;
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. &lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Necromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Wizard&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Master Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Arch Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Soul-Destined ===&lt;br /&gt;
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Raiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Awakener&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Materialiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Summoner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Enchanter&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Death-Destined ===&lt;br /&gt;
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Executioner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Assassin&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Reaper&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Lesser-Lich&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lich&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Consumption&lt;br /&gt;
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.&lt;br /&gt;
&lt;br /&gt;
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.&lt;br /&gt;
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.&lt;br /&gt;
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.&lt;br /&gt;
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact a Gamemaster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blight&lt;br /&gt;
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.&lt;br /&gt;
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. &lt;br /&gt;
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.&lt;br /&gt;
|Succ = The spell's damage becomes 2d2.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancers can cleanse the blighted area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sacrilegious Strengthening&lt;br /&gt;
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The user coats themselves in voidal essence and gains +1  to both Strength and Defense rolls for D3+1 rounds&lt;br /&gt;
&lt;br /&gt;
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls&lt;br /&gt;
|Succ = The spell will last for 2D2+1 Rounds.&lt;br /&gt;
&lt;br /&gt;
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.&lt;br /&gt;
The user cannot give the boost to allies and it is limited to themselves.&lt;br /&gt;
Casting rolls are not affected by the intelligence boost.&lt;br /&gt;
The effect will not stack and you cannot cast it again if one is already active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone of Battle&lt;br /&gt;
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.&lt;br /&gt;
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.&lt;br /&gt;
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.&lt;br /&gt;
|RedLines = Only one bone can be active by the caster at all times. &lt;br /&gt;
The same action cannot be used twice in a row. &lt;br /&gt;
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lesser Reanimation&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.&lt;br /&gt;
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.&lt;br /&gt;
|Succ = The animal heals possible injuries it sustained during its life.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 animals can be active at one time. To get an animal head, contact a Gamemaster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Skeletal Grasp&lt;br /&gt;
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.&lt;br /&gt;
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.&lt;br /&gt;
|Succ = The claws are sharper, dealing D2 damage to targets in the area.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Death&lt;br /&gt;
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.&lt;br /&gt;
&lt;br /&gt;
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.&lt;br /&gt;
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.&lt;br /&gt;
|Succ = The wall stays for D4+2 rounds.&lt;br /&gt;
|RedLines = Only one wall may be active at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rotting Injection&lt;br /&gt;
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.&lt;br /&gt;
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.&lt;br /&gt;
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.&lt;br /&gt;
|RedLines = –&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Weapon&lt;br /&gt;
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.&lt;br /&gt;
&lt;br /&gt;
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.&lt;br /&gt;
|Succ = The weapon always inflicts the -3 affliction.&lt;br /&gt;
|RedLines = Someone may not dual wield a soul weapon and a real weapon.&lt;br /&gt;
&lt;br /&gt;
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reanimate Dead&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.&lt;br /&gt;
&lt;br /&gt;
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
Str 0&lt;br /&gt;
Def - None&lt;br /&gt;
Agi - None&lt;br /&gt;
Int - None&lt;br /&gt;
&lt;br /&gt;
HP: 1 per undead in the horde&lt;br /&gt;
&lt;br /&gt;
Movement: 4 meters&lt;br /&gt;
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.&lt;br /&gt;
|Succ = The body looks slightly more lifelike and less like an undead.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.&lt;br /&gt;
&lt;br /&gt;
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.&lt;br /&gt;
&lt;br /&gt;
Each horde can only have a max of 8 undead.&lt;br /&gt;
&lt;br /&gt;
This can potentially revive permanently killed characters if the caster is able to find and use the corpse / head of the desired character. To retrieve a head and/or revive a character, a Loremaster must be present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Coil&lt;br /&gt;
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. &lt;br /&gt;
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. &lt;br /&gt;
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.&lt;br /&gt;
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Breath of Life&lt;br /&gt;
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:&lt;br /&gt;
&lt;br /&gt;
Strength +1&lt;br /&gt;
Defense +2&lt;br /&gt;
Agility -2&lt;br /&gt;
Intelligence +1&lt;br /&gt;
HP 7&lt;br /&gt;
&lt;br /&gt;
The gargoyle does unarmed attacks that deal 1 damage per successful attack.&lt;br /&gt;
&lt;br /&gt;
If the gargoyle possesses a nearby statue, its HP raises to 15.&lt;br /&gt;
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.&lt;br /&gt;
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reaped Grounds&lt;br /&gt;
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.&lt;br /&gt;
&lt;br /&gt;
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.&lt;br /&gt;
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.&lt;br /&gt;
|Succ = The reaped grounds stay for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell requires 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster must be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Soul Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Arise&lt;br /&gt;
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 2 meter&lt;br /&gt;
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.&lt;br /&gt;
&lt;br /&gt;
This creature will act after the caster's next turn with the following stats:&lt;br /&gt;
&lt;br /&gt;
Str +1&lt;br /&gt;
Def -2&lt;br /&gt;
Agi +0&lt;br /&gt;
Int - unusable.&lt;br /&gt;
&lt;br /&gt;
HP: 3&lt;br /&gt;
|Fail = The caster loses control over the creature, and it starts attacking the caster.&lt;br /&gt;
|Succ = The creature is slightly sturdier and has 5HP.&lt;br /&gt;
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Chain&lt;br /&gt;
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.&lt;br /&gt;
&lt;br /&gt;
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.&lt;br /&gt;
|Fail = The chain fails to manifest at all.&lt;br /&gt;
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.&lt;br /&gt;
|RedLines = Only one target may be chained at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Steed&lt;br /&gt;
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.&lt;br /&gt;
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.&lt;br /&gt;
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.&lt;br /&gt;
|RedLines = This spell costs 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
The steed can be targeted as any normal mount could.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Banshee's Calling&lt;br /&gt;
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.&lt;br /&gt;
&lt;br /&gt;
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The Banshee has 6 HP&lt;br /&gt;
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The banshee stays for the maximum amount of time.&lt;br /&gt;
|RedLines = Only 1 banshee can be spawned per necromancer at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Expulsion&lt;br /&gt;
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.&lt;br /&gt;
&lt;br /&gt;
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.&lt;br /&gt;
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.&lt;br /&gt;
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.&lt;br /&gt;
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Masked Souls&lt;br /&gt;
|Desc = The Necromant spins a thread of soullike energy, weaving it into a cover of a victim’s face. The cover copies the exact nature of the target  in its mindless conscience.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The Spellcaster lays a layer of voidal energy onto a target’s head, copying the exact features. He forms this energy into a mask, looking exactly as the head it was copied from. The mask remains indefinitely, or until the caster chooses to dissolve it.&lt;br /&gt;
|Fail = The energy rejects the face, dealing D4 damage to the caster in retaliation.&lt;br /&gt;
|Succ = Critically succeeding this spell will yield the same results as a normal success.&lt;br /&gt;
|RedLines = This spell costs a soul charge upon success.&lt;br /&gt;
&lt;br /&gt;
Casting this spell requires consent of the targeted player and character.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = The Rotting Dance&lt;br /&gt;
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.&lt;br /&gt;
|Fail = Half of the creatures are summoned instead.&lt;br /&gt;
|Succ = The spell summons the max amount.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Presence&lt;br /&gt;
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds.  &lt;br /&gt;
&lt;br /&gt;
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.&lt;br /&gt;
&lt;br /&gt;
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.&lt;br /&gt;
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of the Undead&lt;br /&gt;
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.&lt;br /&gt;
&lt;br /&gt;
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.&lt;br /&gt;
&lt;br /&gt;
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.&lt;br /&gt;
&lt;br /&gt;
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.&lt;br /&gt;
&lt;br /&gt;
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.&lt;br /&gt;
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.&lt;br /&gt;
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster is needed to cast this spell.&lt;br /&gt;
&lt;br /&gt;
This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Death Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone-Chilling&lt;br /&gt;
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.&lt;br /&gt;
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.&lt;br /&gt;
|Succ = The target suffers a heart-attack (D2 damage).&lt;br /&gt;
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Barrier&lt;br /&gt;
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. &lt;br /&gt;
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. &lt;br /&gt;
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. &lt;br /&gt;
Lunarmancy spells deplete the barrier's HP twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Displeasant Dissonance&lt;br /&gt;
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. &lt;br /&gt;
|Fail = The spell fails, causing the caster themself to feel nauseous.&lt;br /&gt;
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.&lt;br /&gt;
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Defilement&lt;br /&gt;
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. &lt;br /&gt;
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. &lt;br /&gt;
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. &lt;br /&gt;
|RedLines = The effect of the spell does not stack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Exo Skeleton&lt;br /&gt;
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.&lt;br /&gt;
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.&lt;br /&gt;
|Succ = The Exo skeleton has the maximum amount of HP.&lt;br /&gt;
|RedLines = One cannot cast Exo skeleton while one already has the armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rigor Mortis&lt;br /&gt;
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.&lt;br /&gt;
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.&lt;br /&gt;
|Succ = The stun lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Scythe&lt;br /&gt;
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15&lt;br /&gt;
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.&lt;br /&gt;
&lt;br /&gt;
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.&lt;br /&gt;
|Fail = Instead, the caster slashes their own body and will take 3 damage.&lt;br /&gt;
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.&lt;br /&gt;
&lt;br /&gt;
Targets failing both rolls receive full damage.&lt;br /&gt;
Targets failing 1 roll take half damage rounded up.&lt;br /&gt;
Targets succeeding on both rolls take no damage.&lt;br /&gt;
|RedLines = This spell costs one soul to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Soul&lt;br /&gt;
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 blocks&lt;br /&gt;
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.&lt;br /&gt;
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.&lt;br /&gt;
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.&lt;br /&gt;
|RedLines = This spell costs two souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell cannot be used on 1 target more than 1 time a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death's Embrace&lt;br /&gt;
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.&lt;br /&gt;
&lt;br /&gt;
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.&lt;br /&gt;
&lt;br /&gt;
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.&lt;br /&gt;
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.&lt;br /&gt;
|Succ = The caster gets a +6 in their defense as long as the spell is active.&lt;br /&gt;
|RedLines = The caster can only roll saving rolls while they're draining.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Manifestation&lt;br /&gt;
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.&lt;br /&gt;
&lt;br /&gt;
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:&lt;br /&gt;
&lt;br /&gt;
Increase the damage done to all targets by 2,&lt;br /&gt;
&lt;br /&gt;
Add 2 rounds to the duration of a resulting effect,&lt;br /&gt;
&lt;br /&gt;
Double the strength of a non-damaging effect,&lt;br /&gt;
(ex: 4 knockback becomes 8 knockback)&lt;br /&gt;
&lt;br /&gt;
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.&lt;br /&gt;
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once every OOC week.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster has to be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Souls Blessing (Necromancy)&lt;br /&gt;
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. &lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.&lt;br /&gt;
|RedLines = This ability costs a soul use to activate. &lt;br /&gt;
This ability has a cooldown of 2 rounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fragmentation (Soul-Destined)&lt;br /&gt;
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. &lt;br /&gt;
|RedLines = This ability costs a soul charge to use. &lt;br /&gt;
&lt;br /&gt;
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Gamemaster to approve and place down these stand-ins. Such undead can be gathered into an army for events.&lt;br /&gt;
&lt;br /&gt;
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Necromantic Resistance (Death-Destined)&lt;br /&gt;
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.&lt;br /&gt;
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=High_Elves&amp;diff=6216</id>
		<title>High Elves</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=High_Elves&amp;diff=6216"/>
		<updated>2024-06-23T23:21:37Z</updated>

		<summary type="html">&lt;p&gt;Maple: fixed the height convertion from meters to feet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Aldir'tor character art..png&lt;br /&gt;
|Name = Azari'cill (High Elves)&lt;br /&gt;
|Pronunciation = Azaa-rie sill&lt;br /&gt;
|Classification = Elf&lt;br /&gt;
|Nicknames = Anypsóste (The Exalted)&lt;br /&gt;
Azari’Lefká (White Elves)&lt;br /&gt;
|Languages = Common, Azari Linguae&lt;br /&gt;
|Average Height = 1.87m - 2.20m (6’2&amp;quot; - 7’3&amp;quot;)&lt;br /&gt;
|Average Weight = 75kg to 90kg (165lbs - 198lbs)&lt;br /&gt;
|Maximum Age = ~500 Years Old&lt;br /&gt;
|STR = +0&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +4&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
As the Azari’cill call themselves, the Scions of Illumination invoke this name because their existence reflects the pinnacle of civilization under the Mother’s watchful gaze.&lt;br /&gt;
&lt;br /&gt;
These luminous beings have blood that glimmers by magical properties. The glittering spires of the Azari cities stand like beacons in the lands where skill and enlightenment saturate the very air. The Azari’cill absorbed so much of this innate potential that when at war, it is said that the phalanxes of the Azari warhosts glow with robust power. An assault by an Azari’cill army is swift and carried out with flawless precision. The enemy is met with a forest of blades and a tidal wave of arcane wrath.&lt;br /&gt;
&lt;br /&gt;
This claim of mastery also carries a deadly arrogance. The Azari'cill come in glory, but they hail from a broken land, their elegant spires toppled and their statuary crumbled into the dust of a dead empire. The stories tell that it was the scourge of Fineall that ravaged the lands of silver; it was unavoidable. The age of the fallen spires has turned the empire of enlightenment into a spell-haunted ruin.&lt;br /&gt;
&lt;br /&gt;
Ever since the Time of Reinvention, the Azari’cill have managed to make peace with the lands they call home.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|''“High Elves? Yes, I have seen them from afar once when I made my way over the spine, wandering through their crystal cities. At first, I thought I was seeing ghosts! I saw them moving and they seemed… not normal. It was like a blur of puppets that were moved by an expert puppeteer, so coordinated! Never do they move unless they really have to. Very interesting folk for certain.”'' &lt;br /&gt;
'''- Catraca Goldnail, Halfling merchant from Mapledale'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The High Elves, or Azari’cill as they like to call themselves, are tall, fair-skinned people that mainly reside on the eastern plains of Eden commonly known as Arda or The Glade of Dragons. The average High Elven male can grow up to an average of 2 meters tall. Females tend to be a little shorter, coming in at an average of 1,85 meters. They have blonde or silver hair, yet none of them can grow any facial hair. The Azari’cill commonly has blue or green eyes. Some recorded cases speak of High Elves having silver eyes, however, those are extremely rare cases,  in which the ‘cill individual is seen as personally blessed by the Mother, the ‘cill’s patron Goddess. The most distinguishing feature of an Elf is a pair of long ears with a pointed tip. Elven ears can grow up to an average of 15 centimeters.   &lt;br /&gt;
&lt;br /&gt;
The Azari live significantly longer than the other races on Eden. Understanding the aging of the Azari can be complicated because they work with two calendars. The official one in most Azari  [[File:Cirlia2.png|thumb|An example of a High Elf Woman.]]&lt;br /&gt;
&lt;br /&gt;
nations is known as the Stargazer Calendar and is based on the position of Eseron in the great void towards the sun. An Azari year counts four seasons and ends when Eseron has come full circle around the sun. Besides this elven calendar, the Azari use something known as the Imperial, or common calendar. This calendar developed in the ancient Attian Empire is these days used around the continent and is built to better reflect the lifespan of most other intelligent races and creatures. This calendar runs significantly quicker at four years per single Elven year. The Imperial calendar uses the changing of the seasons as the start of a new year. Making it so that seasons in the Imperial calendar system last for the entire year. &lt;br /&gt;
&lt;br /&gt;
While the Azari’cill do count in common years, it is not unheard of to hear a particularly conservative Azari’cill still using Elven years and refusing to recognize the imperial system as a valid alternative. The most common place to find active usage of the Elven Calendar is the academic scene. Most Elves prefer to use common years for more mundane things like counting their age or to refer to calendar years. Elves reach adulthood at 72 common years and can live up to 400-500 common years. The Azari'cill keep their youthful appearance for most of their lives, only &lt;br /&gt;
&lt;br /&gt;
starting to show visible aging when they reach the age of 350.&lt;br /&gt;
&lt;br /&gt;
[[File:Helfskin.png|none|thumb|392x392px|A guide to typical High Elven Skin Colors.]]&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Elves generally speak the common tongue. This language, through its extreme popularity, has been adopted and normalized in Elven culture. A dialect has sprung up in Aerial from a combination of Ancient Elvish and the common tongue. The ancient elven language is a mostly forgotten one. Scholars in Luminion are trying to rediscover their ancient language and bring it back to the vocabulary of the Elves. “Cilus” is a word without a specified meaning. When someone bears a title with the word “Cilus” in it,  it is generally seen as a high-ranking individual.&lt;br /&gt;
&lt;br /&gt;
Often used ancient elven words that found their way into common speech:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Azari Linguae: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Vale&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|Azari&lt;br /&gt;
|Elf&lt;br /&gt;
|Therri’cill&lt;br /&gt;
|Guardian of Purity/King&lt;br /&gt;
|-&lt;br /&gt;
|Vale’tar&lt;br /&gt;
|Farewell&lt;br /&gt;
|Azari’cill&lt;br /&gt;
|High Elf/Pure Elf&lt;br /&gt;
|Aeri’cill&lt;br /&gt;
|Mother of Purity/Queen&lt;br /&gt;
|-&lt;br /&gt;
|Fílo(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Azari’cerr&lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|Pricecilus&lt;br /&gt;
|Prince&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;12&amp;quot; |&lt;br /&gt;
|Azari’lunn&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|Pricecili&lt;br /&gt;
|Princess&lt;br /&gt;
|-&lt;br /&gt;
|Azari’soll&lt;br /&gt;
|Fire Elf/Sun Elf&lt;br /&gt;
|Nobicilus&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Dur’arum&lt;br /&gt;
|Denur&lt;br /&gt;
|Visera&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Vari(s)&lt;br /&gt;
|Human(s)&lt;br /&gt;
|Ar’mágoi&lt;br /&gt;
|Arch-Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Ghesiri(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|mágoi&lt;br /&gt;
|Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|De’nevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Scinar(i)’cilus&lt;br /&gt;
|High Priest(ess)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|Scinari&lt;br /&gt;
|Priestess&lt;br /&gt;
|-&lt;br /&gt;
|Scinar&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Scini&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Scin&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Bessi’inn&lt;br /&gt;
|Blessed one&lt;br /&gt;
|-&lt;br /&gt;
|Medi’cilus&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
Elven names, particularly the ones of High Elves are a complex almost unpronounceable mash of sounds to outsiders. Yet do not be fooled by the seeming lack of any structure to Elf names, for they are incredibly valuable to an elven family and mostly of all of massive political importance. Elven family names are all written in the ancient Elven tongue, the Azari Linguae, a mostly unused language lost to time but kept alive by Elves of the Glade in order to keep some semblance of their glorious past alive. It has many different dialects and relies on more than simple syllables to convey meaning.&lt;br /&gt;
&lt;br /&gt;
Elven surnames are the most important part of an elven name, for not only is it a distinguishable trait that comes with a certain amount of prestige, but it is also used as a way to reward Elves of great renown by granting them the right to form a branch of a greater family. For surnames hold only as much value as the power it grants them and adoptions and the forming of new families and branches are common to wash away stains from traitorous names or to profit from the prestige of a greater name. To any High Elf, the greatest punishment is to bring shame to their surname because of the damage it can do to the greater branch. Examples of High Elven family names are; Zaithrall (main branch) and Zaithrec, (granted branch). High Elven families are thus more than a bloodline connection but above all a political tool. Age and deeds contribute the most to the status of a family name and its value in Elven politics.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Examples of High Elven surnames:''' Zaithrall, Aey’flir, Eidrith, Illysar, Aedaere, Celephin’nel, Araloth, Vithalion’dir.&lt;br /&gt;
|}&lt;br /&gt;
High Elven forenames just like surnames are written in Azari Linguae. They hold far less prestige and are nothing more than what a forename means to most other peoples. High Elven names are very sleek and elegant in the way they are written and spoken, emitting a sort of radiance from them that can only be comprehended and understood by the Elves who more than earned the prestige.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Examples of High Elven forenames:''' Aeden, Aldir’tor, Avellorisas, Arathalle, Baruidl, Circya, Cirlia, Deralac, Eldarain, Erethond, Fynenar, Galag, Ilona, Korhian, Maeron, Tetheris, Tharhindrel, Tilly, Veraunn, Zaathos, Zubaran.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cultures ===&lt;br /&gt;
Nations and cultures in which the High Elven race is present sorted by dominance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfCityAI.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
|The Scions of Illumination, as the Azari’cill call themselves, invoke this name because their existence reflects the pinnacle of civilization under the Mother’s wing. These luminous beings have blood that glimmers by magical properties. The glittering spires of the Azari cities stand like beacons in the lands where skill and enlightenment saturate the very air. The Azari’cill absorbed so much of this innate potential that when at war, it is said that the phalanxes of the Azari warhosts glow with robust power. An assault by an Azari’cill army is swift and carried out with flawless precision. The enemy is met with a forest of blades and barrages of elemental wrath. This claim of mastery also carries a deadly arrogance. The Azari come in glory, but they hail from a broken land, their elegant spires toppled and their statuary crumbled into the dust of a dead empire. The stories tell that it was the scourge of Fineall that ravaged the lands of silver; it was unavoidable. The age of the fallen spires has turned the empire of enlightenment into a spell-haunted ruin. Ever since the Time of Reinvention, the Azari’cill have managed to make peace with the lands they call home.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MitronaCityAI.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Woodland Realm of Mitrona]]&lt;br /&gt;
|Even the bravest of warriors have learned to fear the vast tracts of woodland that can be found throughout the realms of Eden. Surrounded by trees, it is all too easy to get disoriented and lost, but there is a more primal dread at work. In the forest, no one can ever be sure what is lurking just out of sight. Sounds are muffled, yet noises seem to come from everywhere – the snapping of twigs, a sinister rustling of leaves, and the creaking of the wind-stirred canopy above. Nowhere to hide, nowhere to run. Nothing to hear you besides the elemental wrath of the Azari’cerr. These people are highly-skilled elves with centuries of experience in their home environment, the forest. Once an outsider enters Myln Arbor - The mystical forest most of these people call home - it is unlikely he will leave in one piece.&lt;br /&gt;
|-&lt;br /&gt;
! [[File:HadrianCulture.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Hadrian Empire]]&lt;br /&gt;
|The Hadrian Empire, often referred to as simply ‘the Empire’, is the far-stretching country west of Eden’s Spine. A land inhabited mainly by the dutiful folk that are the [[Attian Humans|Attian humans]], one can see the many fields that cover the landscape being toiled by its hard-working citizens. Its cities are often bustling with life, places where trade, commerce, and politics take the main stage. The Hadrian way of life is deeply rooted in tradition and is often relatively simple, mainly because of this the Hadrians are known for their versatility and perseverance through hardship. The civil wars that have plagued the country in the past have left their scars, yet it seems Hadrians always find their way back, dedicating such feats to their deity; Alder. Within the Empire, the political and the martial often go hand in hand, with a large focus on retaining order and stability through military force. Within the Empire, it is not uncommon to see commoners rise through the ranks, oftentimes talented men and women are recognised and get the chance to prove themselves useful to their nation in places such as the army or civil offices. A land full of chance, and one of recognition, with its Kaiser at the helm.&lt;br /&gt;
|}&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AttianMale1.jpg|frameless|200x200px]]&lt;br /&gt;
!On Attians...&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“Simple-minded people, yet numerous. I must admit that their development is noteworthy for such an underdeveloped species, yet it does not excuse their elitist stance on continental affairs. Chosen people of the Gods, don’t make me laugh. Let them wither away in their cities. They much rather kill each other than seek out true enlightenment.”'' &lt;br /&gt;
&lt;br /&gt;
* Miradrin Sindarin, Scholar from Luminion&lt;br /&gt;
|-&lt;br /&gt;
![[File:HinterlandersAI.jpg|frameless|200x200px]]&lt;br /&gt;
! On Hinterlanders…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
“Barbaric people for certain, yet useful tools when the need arises. After a lifetime of being toyed with by their Attian kin and mind-twisting voidal influences, it is rather easy to bend them to our will, yet they cannot be relied upon. They are far too chaotic for anything more than a proxy force or band of mercenaries.” &lt;br /&gt;
&lt;br /&gt;
* Liandra Syldarin, Aesti’Solilunn from Aerial&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On the Khadan…&lt;br /&gt;
| '''Negative'''&lt;br /&gt;
“I pity them sometimes I will not lie. These poor simple creatures have been enslaved by their ‘lunn masters. Yet they are a victim of their own stupidity for following these fallen Azari like their deities after their so-called earth-shaper Gods left this world, thinking that these new greater beings are their replacements. A pity, they cannot be allowed to live now that the ‘lunn stain is upon them.”&lt;br /&gt;
&lt;br /&gt;
* Anaryll Zaldiran, Sailor from Illumnia&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
“They are our bredren, yes. And they have been of great use during the wars of ages past. But it does not warrant their newfound excess and obsession with all things coming from that Golden tree of theirs. I think that them straying from the path of our holy Mother has put them on a long painful journey to self-destruction, and when that time comes, we will not be there to save their damned souls.”&lt;br /&gt;
&lt;br /&gt;
* Aphazel Baldasir, guardsman of the Tyr’es Alari&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
“Those rats, I am glad they were driven to the deserts by our forefathers. Though sadly they were not exterminated, I had the unfortunate experience of running into one in the Hadrian Empire the other day, the sight of it was revolting, it almost made me throw up. I pray to the Mother every day to strike them down and cleanse this world of their sickening presence.”&lt;br /&gt;
&lt;br /&gt;
* Cylas Levelathar, Diplomat to the Hadrian Empire&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
| '''Neutral'''&lt;br /&gt;
“I personally have not seen many. They mostly hold up in the west from what I have heard, yet their sins still stain the glade to this day. Dar-Azur will never be forgotten. I hope they find inner peace and restore their mountain Empire to its former glory. I much rather deal with them than Faulskins who infest their tunnels more and more.”&lt;br /&gt;
&lt;br /&gt;
* Azriel Lindarel, Phoenicium worker from Aerial&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Friendly'''&lt;br /&gt;
“Oh the Halflings… funny people they are. Truly. Did you hear they once almost brought the Hadrian Kingdom to its knees? They are a cunning people that have proven themselves exceptionally useful, especially when you want something done without a trace, or a trace of your choosing.”&lt;br /&gt;
&lt;br /&gt;
* Edelia Dalarin, [redacted] from Aestarius&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
“I once saw some Orcs join a tournament outside Luminion. Their brutality was unmatched just like their lack of any sort of intelligence. Not that they were welcome, but after they practically stormed the field we figured it would be a nice sport to kill them publicly. I enjoy hunting these brutes, yet I would much rather have them stay down south where they belong. They cause too much trouble when they are on one of these quest marches for their green flame.”&lt;br /&gt;
&lt;br /&gt;
* Arhalien Halirus, Knight of Luminion&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]] &lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
“What can I say about these creatures? I once heard they milk each other and serve that to their Orcish overlords, that should speak for itself. Absolutely insane. May they never set foot in the glade again.”&lt;br /&gt;
&lt;br /&gt;
* Inrion Kerinar, Bartender from Illumnia&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Friendly'''&lt;br /&gt;
“They are a mysterious people for certain. I do not fully trust them, but their connection to the arcane must at least mean that they are blessed in some way. They make for excellent tutors for our children. If only they did not try to breed like rabbits. The population of them is getting a little out of hand within the glade… Yet nothing to be concerned of… as of now.”&lt;br /&gt;
&lt;br /&gt;
* Laurum Tirim, Scholar from the Luminion College of Magic.&lt;br /&gt;
|}&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
Upon creation of a High Elf character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - High Elves&lt;br /&gt;
|-&lt;br /&gt;
!Swift&lt;br /&gt;
|Players with this trait have +2 movement in CRP. Outside CRP, players with this trait get a permanent speed 1 boost.&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;[[Pyromancy|Flame Arrow]]&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Intelligent&lt;br /&gt;
|Players with this trait get two extra points in intelligence.&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Dragon Blooded&lt;br /&gt;
|Players with this trait know the &amp;quot;[[Pyromancy|Breath of the Dragon]]&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Phalanx&lt;br /&gt;
|Players with this trait may use the action &amp;quot;form Phalanx&amp;quot; in combat. When they do, they provide a +1 to defensive rolls for everyone and themself within 1 block of them until their next&lt;br /&gt;
|-&lt;br /&gt;
!Swift learner&lt;br /&gt;
|Players with this trait require one less lesson/rp session per magic level before they may do their next bonding trial.&lt;br /&gt;
|-&lt;br /&gt;
!Knowledgeable&lt;br /&gt;
|Players with this trait get two extra lvl 1 spell slots and one extra lvl 2 spell slot.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Wood_Elves&amp;diff=6215</id>
		<title>Wood Elves</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Wood_Elves&amp;diff=6215"/>
		<updated>2024-06-23T23:19:10Z</updated>

		<summary type="html">&lt;p&gt;Maple: fixed the height convertion from meters to feet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = WelfAI.jpg&lt;br /&gt;
|Name = Azari’cerr (Wood Elves)&lt;br /&gt;
|Pronunciation = Azaa-rie ser&lt;br /&gt;
|Classification = Elf&lt;br /&gt;
|Nicknames = Azira'cerr, Wood Elf&lt;br /&gt;
|Languages = Common, Azari Linguae&lt;br /&gt;
|Average Height = 1.70m - 1.93m (5’7&amp;quot; - 6’4&amp;quot;)&lt;br /&gt;
|Average Weight = 52kg to 88kg (115lbs - 194lbs)&lt;br /&gt;
|Maximum Age = ~400 Years Old&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +3&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The Wood Elves, also known as the “Azari’cerr” amongst themselves, are intense guardians of the Amber Forest. They fight with everything to protect the sacred lands Kharash, the Father, has given to them. &lt;br /&gt;
&lt;br /&gt;
Much like their Azari’cerr ancestors, they come from generations upon generations of grudges, fierceness, and blunt brutality. Their minds cannot be easily changed and once they have a goal, they choose to pursue it at any cost. As a result, most of their kind do not fare well with other races outside their own. They believe any outsider is just that. “Second chances” is not within the vocabulary and to receive forgiveness from an Azari’cerr is a gift from the Spirits themselves.&lt;br /&gt;
&lt;br /&gt;
Contrary to the Azari’cill, Azari’cerr would consider themselves humble amongst and only to one another. The elves can often be seen staying close together as if they were a pack. No Azari’cerr is completely alone. Myln Arbor is their home and to anyone who goes against their home or leaves, is cast out permanently. They take the spirits they surround themselves with deep care and choose to listen to them over all else.&lt;br /&gt;
&lt;br /&gt;
As outsiders traverse through their home territory, the Azari’cerr are ready to attack. Though silently and without much trace.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |“The fierce Wood Elves. I believe I heard a story once, from a friend of a friend. He traveled through that Golden Tree of theirs. And he came back home without a hand! That guy refused to talk further about them. I wouldn’t go through those lands after hearing that.” &lt;br /&gt;
'''- Jander Balker, Traveling Hinterlander through Mapledale.'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
The Azari’cerr, also known as Wood Elves, are a lithe race. They can span from 1.70m to 1.93m. This is suited better for the Forest to be able to maneuver the vast vines and dense woodlands. While females may be slightly shorter than the average male, they mostly hold the same type of build. Wood Elves do not gain a lot of weight in muscle mass to keep a lean frame. With their slender builds, it is common for them to be lightweight. This way they can easily stand on the branches of trees and stealth around without being caught. Most Wood Elves will wear loose-fitted garments. With most of it hand-made by themselves, they make the clothes in shades of the Forest. Green, brown, darker shades of yellow and orange. Though it might seem mundane, most can be creative in their style. More often than not, shorter clothing is preferred to not snag any of their fabric onto a nearby tree. Many Azari’cerr incorporate the nature around them to add it into their outfits. &lt;br /&gt;
&lt;br /&gt;
When it comes to uniforms, the ‘Cerr make use of Kharash’s blessings around them. With the bark of trees and darker colors to blend in the Forest, they can move freely with their bows and weapons. As well as guide themselves through the thickened Forest.&lt;br /&gt;
&lt;br /&gt;
It is typical to see a wood elf with brown eyes as it is the most common eye color amongst them. It also spans to shades of green, amber, and in rarer cases, a deep shade of purple. Though that is highly uncommon, most ‘Cerr believe it to be a sign of luck given by Kharash. Their hair, unless impure, are darker shades. Azari’cerr will have darker shades of brown or a deep red. For hairstyles, the women will leave it long. Many incorporate flowers or headbands for ceremonies. While it is uncommon for a Wood Elf female to have her hair up, it is not looked down upon. In fact, most men put their hair up, as they commonly grow it out as well. This is because many Azari’cerr connect their hair to their own spirit. And most will only cut it if something in their life changes, or when they are grieving the loss of a loved one. &lt;br /&gt;
&lt;br /&gt;
The Azari’cerr are a tanned race. As most are hard workers, they spend countless time outside. They prefer it most to being inside.&lt;br /&gt;
[[File:Screenshot 2024-04-02 at 15.16.39.png|none|thumb|461x461px|A simple selection of skin tones for the average Wood Elf.]]&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
While Azari'cerr prefer Elvish amongst each other. When met with an outsider, most Azari'cerr will speak common. While, they're neighbors speak Elvish, it is nearly an entirely different dialect. The Azari'cill and Azari'cerr can speak to each other and hold conversations, their titles are different.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Azari Linguae: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Vale&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|Azari&lt;br /&gt;
|Elf&lt;br /&gt;
|Khari'cerr&lt;br /&gt;
|Wild Father/Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Vale’tar&lt;br /&gt;
|Farewell&lt;br /&gt;
|Azari’cill&lt;br /&gt;
|High Elf/Pure Elf&lt;br /&gt;
|Lla'viltir&lt;br /&gt;
|Head of Military&lt;br /&gt;
|-&lt;br /&gt;
|Fílo(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Azari’cerr&lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|Tericyées&lt;br /&gt;
|Chief&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;12&amp;quot; |&lt;br /&gt;
|Azari’lunn&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|Tri'cilus&lt;br /&gt;
|Captain&lt;br /&gt;
|-&lt;br /&gt;
|Azari’soll&lt;br /&gt;
|Fire Elf/Sun Elf&lt;br /&gt;
|Theri'cerr&lt;br /&gt;
|Sentinel of the Wilderness&lt;br /&gt;
|-&lt;br /&gt;
|Dur’arum&lt;br /&gt;
|Denur&lt;br /&gt;
|Visera&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Vari(s)&lt;br /&gt;
|Human(s)&lt;br /&gt;
|Ar’mágoi&lt;br /&gt;
|Arch-Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Ghesiri(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|Mágoi&lt;br /&gt;
|Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|De’nevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Scinar(i)’cilus&lt;br /&gt;
|High Priest(ess)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|Scinari&lt;br /&gt;
|Priestess&lt;br /&gt;
|-&lt;br /&gt;
|Scinar&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Scini&lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Scin&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Bessi’inn&lt;br /&gt;
|Blessed one&lt;br /&gt;
|-&lt;br /&gt;
|Medi’cilus&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
Elven names are complex and most of the time, hard to pronounce for outsiders. However, there is quite a lot of structure behind it. Azari'cerr believes names hold power, and a name is often tied to natural or magical elements. Most of the Elven family names are written in the ancient Elven tongue, the Azari Linguae, a mostly unused language lost to time but kept alive by Elves of the Glade in order to keep some semblance of their glorious past alive.&lt;br /&gt;
&lt;br /&gt;
Elven surnames are the most important part of an elven name, being tied to your ancestors and the deeds they did. Surnames hold power and honor in them, as the surname is the deeds and strength of those who bear it themselves. But the opposite is true too, if one were to be a traitor or failure, that would be passed on by surname as well. To any Wood Elf, the greatest punishment is to bring shame to their surname because of Trial failures or treason. Wood Elven family names are a sign of power and respect, as the deeds one's ancestors have done may pass on to the descendants, thus a surname is a way to identify the stronger individuals.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Examples of Wood Elven surnames:''' Auril, Cerill, Delarus, Erd’ale, Faesatra, Mylin, Pineblossom, Roseshade, Vidarr.&lt;br /&gt;
|}&lt;br /&gt;
Most Wood Elven forenames are written in Azari Linguae, just like surnames. They do not hold as much honor or strength as a surname, however, it is a special name, often housing natural or magical elements them. Most of the names have references to the natural season they were born in, as that ties them to the natural calendar. Parents also put in elements of their name to continue the legacy in their offspring. Furthermore, sometimes a name includes elements of the natural world, seeing the ties between Wood Elves and nature is enormous&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Examples of Wood Elven forenames:'''  Apollon, Aestan'err, Crius, Eldris, Elion, Feay'ill, Freyr, Hythis, Ilona, Khar'vill, Lamen'vir, Mythan'tharr, Rennyn, Solana, Yelran, Zhoron.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cultures ===&lt;br /&gt;
Nations and cultures in which the Wood Elven race is present sorted by dominance.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
![[File:MitronaAi.png|frameless|200x200px]]&lt;br /&gt;
![[The Woodland Realm of Mitrona]]&lt;br /&gt;
|Even the bravest of warriors have learned to fear the vast tracts of woodland that can be found throughout the realms of Eden. Surrounded by trees, it is all too easy to get disoriented and lost, but there is a more primal dread at work. In the forest, no one can ever be sure what is lurking just out of sight. Sounds are muffled, yet noises seem to come from everywhere – the snapping of twigs, a sinister rustling of leaves, and the creaking of the wind-stirred canopy above. Nowhere to hide, nowhere to run. Nothing to hear you besides the elemental wrath of the Azari’cerr. These people are highly-skilled elves with centuries of experience in their home environment, the forest. Once an outsider enters Myln Arbor - The mystical forest most of these people call home - it is unlikely he will leave in one piece.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Image.png|frameless|200x200px]]&lt;br /&gt;
![[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
|The Scions of Illumination, as the Azari’cill call themselves, invoke this name because their existence reflects the pinnacle of civilization under the Mother’s wing. These luminous beings have blood that glimmers by magical properties. The glittering spires of the Azari cities stand like beacons in the lands where skill and enlightenment saturate the very air. The Azari’cill absorbed so much of this innate potential that when at war, it is said that the phalanxes of the Azari warhosts glow with robust power. An assault by an Azari’cill army is swift and carried out with flawless precision. The enemy is met with a forest of blades and barrages of elemental wrath. This claim of mastery also carries a deadly arrogance. The Azari come in glory, but they hail from a broken land, their elegant spires toppled and their statuary crumbled into the dust of a dead empire. The stories tell that it was the scourge of Fineall that ravaged the lands of silver; it was unavoidable. The age of the fallen spires has turned the empire of enlightenment into a spell-haunted ruin. Ever since the Time of Reinvention, the Azari’cill have managed to make peace with the lands they call home.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:AverageChad.png|frameless|200x200px]]&lt;br /&gt;
!On Attians...&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
&lt;br /&gt;
“These Vari really think they own the world, do they? For as long as they're outside the Forest, they are safe from us. I am merely grateful they have such short lifespans. Not only this, but I've not seen a singular one whom is to be trusted. Their selfish thinking will put many in danger. Not even their highest priest can save them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Pallar Erd’ale, a Warrior from Mitrona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AverageSadge.png|frameless|200x200px]]&lt;br /&gt;
!On Hinterlanders…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
&lt;br /&gt;
“They are for sure barbarians from the stories I’ve heard, but as long as they stay away from us there will be no problem. If they do decide to ravage our forest, they will see what kind of barbarians we can be.”&lt;br /&gt;
&lt;br /&gt;
* Hythor Branchborn, Festival Worker in Sunscape.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:KhadanMale.png|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
“The Vari of the South. We do not really come in contact with them much, and that’s good. As long as they stay away from us, we will stay away from them. The place they live in really is desolate, very different from Myln Arbor.”&lt;br /&gt;
&lt;br /&gt;
* Raelynn Sporeblossom, Salus Limin Shop Owner.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HighElfMan.png|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
“The Azari’cill, our brethren. As long as they stay to their ground and we to ours, I see no problem. Although they are a little extremist and strange with their entire purity system. However, I see that they're arrogance will only take them so far.”&lt;br /&gt;
&lt;br /&gt;
* Céus Festrea, Mitronian Bartender.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DarkElf.png|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
&lt;br /&gt;
“Oh, you know the stories? The Age of Fallen Spires, we and our brethren banishing them from the Glade! It is said to be a legend by many, but even legends have truth behind them. Be cautious of those 'Lunn. Who knows what they are plotting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Faey Mylin, Scholar in Mitrona.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurManAI.png|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
“The Denur, a crafty people. They live in the North, so we do not see them often. They are stubborn people, but so are we. We each tend to our business and that is perfectly fine. I have heard they are amazing constructors and their homes are magnificent.”&lt;br /&gt;
&lt;br /&gt;
* Myth’ley Auril, Wood Elven Hunter.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAIMan.png|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
&lt;br /&gt;
“Though they claim to be friends to nature, you can never be too sure of them, just like the rest of those outsiders. They can be quite strange, too. It’s easier to always keep a watchful eye around them.”&lt;br /&gt;
&lt;br /&gt;
* Soli Faestar, Dockworker in Salus Limin.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcGrrrMan.png|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
&lt;br /&gt;
“Foul Ghesiri, they know nothing but violence. We show force to protect our forest and our traditions, but they show force only to destroy. They are mindless creatures, only wanting flesh and blood. If we let them, they would burn down our forest.”&lt;br /&gt;
&lt;br /&gt;
* Aeden Cerrill, Mitronian Guard.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GreedyLilThing.png|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
&lt;br /&gt;
“They are cunning people, you really cannot trust them around here. If they get a chance, they will steal anything they lay their eyes on. However, you can empower them quite quickly, if they do not hit legs.”&lt;br /&gt;
&lt;br /&gt;
* Maeryn Silvas, Salus Limin Marine.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingPorple.png|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Friendly'''&lt;br /&gt;
&lt;br /&gt;
“During the Rotten Plague, we attacked and destroyed their home. I kind of feel sorry for them. But they are a wandering people and have done quite well for themselves in many kingdoms. I feel like in Mitrona, they are accepted again. As if nothing happened…”&lt;br /&gt;
&lt;br /&gt;
* Freyr Leaftale, Herbalist in Myln Arbor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
Upon creation of a Wood Elf character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Wood Elf&lt;br /&gt;
|-&lt;br /&gt;
!Swift&lt;br /&gt;
|Players with this trait have +2 movement in CRP. Outside CRP, players with this trait get a permanent speed 1 boost.&lt;br /&gt;
|-&lt;br /&gt;
!Nightseer&lt;br /&gt;
|Players with this trait get the night vision effect when entering dark spaces and during the night.&lt;br /&gt;
|-&lt;br /&gt;
!Aspect of The Amber Dawn&lt;br /&gt;
|Players with this trait get 2 additional attacks on ranged weapons during the season Amber Dawn&lt;br /&gt;
|-&lt;br /&gt;
!Aspect of Eden's Shine&lt;br /&gt;
|Players with this trait deal one additional damage on all melee attacks during the season Eden's Shine&lt;br /&gt;
|-&lt;br /&gt;
!Aspect of The Emerald Dusk&lt;br /&gt;
|Players with this trait can use the action &amp;quot;healing burst&amp;quot; which heals D3 damage in combat during the season The Emerald Dusk&lt;br /&gt;
|-&lt;br /&gt;
!Aspect of Lilith's Veil&lt;br /&gt;
|Players with this trait know the Ice Maiden's Kiss spell without needing to be a spellcaster during the season Lilith's Veil&lt;br /&gt;
|-&lt;br /&gt;
!Strong&lt;br /&gt;
|Players with this trait get two extra points in the strength stat.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Sylvani&amp;diff=6214</id>
		<title>Sylvani</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Sylvani&amp;diff=6214"/>
		<updated>2024-06-23T23:14:11Z</updated>

		<summary type="html">&lt;p&gt;Maple: fixed the height convertion from meters to feet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = SylvaniAI.jpg&lt;br /&gt;
|Name = Sylvani&lt;br /&gt;
|Pronunciation = Sil-va-nie&lt;br /&gt;
|Classification = Spirit&lt;br /&gt;
|Nicknames = Therri'cerr, Forest Guardians, &lt;br /&gt;
Predecessors, Spiritwalkers&lt;br /&gt;
|Languages = Common, Azari Linguae&lt;br /&gt;
|Average Height = 1.70m - 1.93m (5’7&amp;quot; - 6’4&amp;quot;)&lt;br /&gt;
|Average Weight = 52kg to 88kg (115lbs - 194lbs)&lt;br /&gt;
|Maximum Age = Immortal&lt;br /&gt;
|STR = +0&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +2&lt;br /&gt;
|INT = +4&lt;br /&gt;
}}&lt;br /&gt;
Born from the Soul seeds of the Amber tree and the manifestation of Kharash, the Sylvani are the overseers of the Azari’cerr. They are the emissaries of Kharash and the guardian spirits of Myln Arbor. &lt;br /&gt;
The Sylvani, or “guardians” transcend the common definition of mortal being. They’ve died once already but their spirit didn’t leave the woodlands of the eastern glade which they are so determined to defend. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to Play ==&lt;br /&gt;
In order to become a Sylvani, an Azari’cerr goes through a spiritual journey when it passes away. An extremely magical and mysterious entity gives them the choice to pass on normally or attempt to become a Sylvani. &lt;br /&gt;
&lt;br /&gt;
Any eligible Azari’cerr who devotes themself to the forest can be contacted by the so-called [[Fey Queen|Sapherum Lady]] once he dies, to be considered worthy of the blessing to become a “guardian”. &lt;br /&gt;
Those who were once a Khari’cerr/Therri’cerr for 48 OOC days or more in the past are able to subside all requirements and go straight to the Trial to become a Sylvani. &lt;br /&gt;
Upon their succeeding Sylvani Trial, their passed away spirit would be gifted their soul seed and decide the place where the Ents will plant it. &lt;br /&gt;
The Azari’cerr will then reincarnate as a young tree, growing for a year before being reborn again as a Sylvani.&lt;br /&gt;
&lt;br /&gt;
==== The Requirements ====&lt;br /&gt;
* Instances proven to have protected the forest&lt;br /&gt;
* Must be a Wood Elf in Myln Arbor&lt;br /&gt;
* Must have lived to see 100&lt;br /&gt;
* Must have died in the forest naturally or a deceased body is brought back to the forest. (The [[Fey Queen|Sapherum Lady]] will certify the circumstances of the death that will influence the Sylvani Trial result)&lt;br /&gt;
&lt;br /&gt;
The Sylvani are at their strongest when they reside within barriers of the forest. &lt;br /&gt;
If a Sylvan leaves Myln Arbor they are much weaker, losing all their magical abilities while outside the forest. Each Sylvani is granted with their own little Ent guardians from the forest to help guide them. &lt;br /&gt;
These small treemen are called Koi and they are not very helpful or strong, nor do they speak but they provide great company and guidance.   &lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
After the rebirth of themselves from their Amber tree, a Sylvani will have the wisdom and memories of their past life, but the appearance of a child/small stature. &lt;br /&gt;
The progression of a Sylvani is similar to that of a plant. They start small and grow quickly into their juvenile form: over the course of one IC year, the Sylvani will grow into a fully grown adult. All lost limbs in their previous life will be replaced with a tree-like cover of bark in their Sylvani form.  &lt;br /&gt;
&lt;br /&gt;
The Sylvani have a humanoid form of any size, usually from 1.7 to 2m, but they never stop to grow such that centenarian Sylvani can grow up to 2.2m. &lt;br /&gt;
They have an aquamarine-green skin with flaming green eyes with no pupils. Their face usually resembles the ones they had in their earlier life with the addition of special new features that are due to the influence of Myln Arbor.&lt;br /&gt;
Features include but are not limited to: Deer horns, bark/wood skin, fur, broad noses, deer/elk ears, mossy hair, ingrown shrubbery flowers, and mushrooms. &lt;br /&gt;
What once was their Soul seed it’s now their heart and brain, protected by thick layers of amber at the core of their chest. This is their lifeline and source of magical power. &lt;br /&gt;
&lt;br /&gt;
== Languages ==&lt;br /&gt;
Alongside common and the Azari linguae, Sylvani are able to better perceive the spirits and magical places. They are aware when a spirit or an Ent gets in the range of 18m, they can easily locate them in Myln Arbor and they can recognize a necromancy spell or an undead creature when they see one. &lt;br /&gt;
&lt;br /&gt;
When Slyvanis interact they may occasionally refer to themselves as Therris or Ar’baor Therris, Forest Guardians in Elven.  Their common and elven dialect is the same as the Azari’cerr’s.&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
The Sylvani do not differ from their original personalities. Only their outlook and mayhaps behavior would be changed now that they are guardians. Reborn again with an unrecognizable appearance, Sylvani are also granted new spiritual names to be called by. The spiritual journey they’ve experienced has radically changed them to such a degree that they are no longer the person who they once were, although they can partially resemble them in their personality, since they share the same memories. &lt;br /&gt;
&lt;br /&gt;
The Sylvani do not normally like urban life too much and prefer wildlife and direct contact with nature. &lt;br /&gt;
Their point of view is generally barely understandable for an Azari’Cerr and absolutely insane for anyone who comes from abroad.&lt;br /&gt;
They value any natural life, from a small country rat to a large birch tree, as a valuable individual to be defended and will even consider them more important than humanoid races if it’s a part of Myln Arbor.&lt;br /&gt;
&lt;br /&gt;
Although they are usually friends with the Azari’Cerr and they speak the Elvish language, Sylvani reincarnation’s spiritual journey has completely changed their minds. &lt;br /&gt;
Since they now see with the eyes of the forest, even the Wood Elves are just allowed citizens inside Myln Arbor, and not the rightful owners of the life inside it, because the forest has no such thing as an owner.&lt;br /&gt;
&lt;br /&gt;
For this reason the relationship between Mitrona and the Sylvani has sometimes been controversial since the Sylvani are the best representative of the will of the forest, yet their radical perspective and opinion have seldom been a problem for the Azari’Cerr that try to open their culture to their neighbors, or make alliances.&lt;br /&gt;
Therefore, it’s happened in the past that two reincarnated Kharri’Cerrs have been banished from Mitrona throughout its history and sent to the wild, for killing them would have angered the Ents greatly…&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
The Sylvani usually choose a new name, which often is a modification of their earlier one. &lt;br /&gt;
Similar to an old Azari’cerr custom, they like the naming based on the time of the year they were born in; &lt;br /&gt;
A common Sylvani naming example is using the name of the months: a newborn whose soul seed was planted in Newdawn could be named Dawn or Newthir.&lt;br /&gt;
&lt;br /&gt;
== Romance &amp;amp; Marriage ==&lt;br /&gt;
Sylvani can either continue their former relationships they had in life or form new romantic bonds, although usually they want to cut all the familiar bonds of their previous life and dedicate their new course to Myln Arbor growth and protection.&lt;br /&gt;
&lt;br /&gt;
Sylvani are strictly unable to reproduce and they have no records of happened weddings since forming families is not part of their culture. &lt;br /&gt;
Their lives are much longer than other races’ including the Azari’cerr, and cannot die of old age.&lt;br /&gt;
&lt;br /&gt;
Sometimes it happens that if the Azari’cerr was married before they became a Sylvani they will continue with that partner for as long as they live even if their partner passes away. This is because in Azari’cerr’s culture divorce is seen as an absolute vice for insulting their promise under the Amber Tree. &lt;br /&gt;
Since marriage is taken this seriously, these relationships will usually go on but in a less romantic and far more platonic way.&lt;br /&gt;
&lt;br /&gt;
== Life &amp;amp; Reproduction ==&lt;br /&gt;
No longer in a purely mortal state, the Sylvani are unable to reproduce or produce life in any shape or form. They’re completely infertile nor do they have genitalia parts.&lt;br /&gt;
On the other hand, the Sylvani are able to produce berries! Once every hour. Sylvani do grow hungry but their bodies provide food for them similar to plants.&lt;br /&gt;
These berries are bitter and not the best food but they’re nutritious.&lt;br /&gt;
&lt;br /&gt;
== Death &amp;amp; Funerals ==&lt;br /&gt;
Sylvani can potentially be reborn every time they are killed. The forest will keep check of their deeds and will not be allowed to reincarnate anymore, if ever their conduct has been detrimental to Myln Arbor.&lt;br /&gt;
&lt;br /&gt;
A Sylvani also has to wait one more full year for their soul to be ready to reincarnate. &lt;br /&gt;
Their soul is also vulnerable to necromancy like any other. If their soul gets used or captured by necromancy, their reincarnation will not be possible and their death will be permanent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sylvani can age through millennia, although usually they leave the civil life and join the wild, the Ents or the caves below Myln Arbor, when they’ve spent enough years among the living, experienced too many losses, or their will is finally one with the forest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
A Sylvani can ask the spirits for a major blessing by praying once a year at the Great Amber Tree. The [[Fey Queen|Sapherum Lady]] will appear to grant them a blessing in exchange of a favor to the forest. &lt;br /&gt;
The Sylvani can ask any of the following favors:&lt;br /&gt;
&lt;br /&gt;
* Regrowing a Limb&lt;br /&gt;
* Curing Blindness or Petrification&lt;br /&gt;
* Interceding in finding a rare creature&lt;br /&gt;
* Asking the Ents to attack intruders&lt;br /&gt;
* Asking to cleanse Voidal Energy&lt;br /&gt;
&lt;br /&gt;
Or anything less can be granted by the [[Fey Queen|Sapherum Lady]] and the spirits serving Myln Arbor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sylvani also possess the following magical abilities:&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Regrowth&lt;br /&gt;
|Desc = A Sylvani becomes truly one with the forest, allowing them to regrow broken pieces of themselves over and over again. The natural regeneration extends far beyond regular wounds.&lt;br /&gt;
|Range = 25 Meters&lt;br /&gt;
|Effect = The Sylvani can heal D3 + Int for anyone in range, including the Sylvani.&lt;br /&gt;
|RedLines = This can only heal one target at a time.&lt;br /&gt;
This ability has a cooldown of 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Burning Cleanse&lt;br /&gt;
|Desc = Being a creature at Kor's service, the Sylvan becomes naturally prone to fighting voidal creatures.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The Sylvani is resistant against voidal entities. Whenever hit with a voidal attack, a strong aura retaliates dealing 50% of the damage (Rounded down) to the attacker.&lt;br /&gt;
A Sylvani can also cleanse small amounts of corruption through touch.&lt;br /&gt;
|RedLines = The Sylvani cannot sense voidal entities through this ability.&lt;br /&gt;
This ability remains active for 3 rounds after being cast. Using any ability will refresh the duration.&lt;br /&gt;
The retaliation can never be stronger than 3 HP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Amber Shield&lt;br /&gt;
|Desc = The Sylvan can cast a powerful shield of amber to protect the ones they love.&lt;br /&gt;
|Range = 15 Meters&lt;br /&gt;
|Effect = The Sylvani creates an Amber Shield around an ally or themselves.&lt;br /&gt;
&lt;br /&gt;
If cast on themselves, the shield has 3 HP.&lt;br /&gt;
If cast on an ally, the shield has 6 HP.&lt;br /&gt;
|RedLines = This ability goes on cooldown for 3 rounds if used on allies, and for 1 round if used on self.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6213</id>
		<title>The Khadan Humans</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=6213"/>
		<updated>2024-06-23T23:13:11Z</updated>

		<summary type="html">&lt;p&gt;Maple: fixed the height convertion from meters to feet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = KhadanAI.jpg&lt;br /&gt;
|Name = Khadan Humans&lt;br /&gt;
|Pronunciation = Kaa-dan&lt;br /&gt;
|Classification = Human&lt;br /&gt;
|Nicknames = The Orphans of Anjyarr&lt;br /&gt;
|Languages = Common, [[Anjyarri]], Azari&lt;br /&gt;
|Average Height = 1.70m - 1.90m (5'7&amp;quot; - 6'3&amp;quot;)&lt;br /&gt;
|Average Weight = 65kg - 80kg (143lbs - 176lbs)&lt;br /&gt;
|Maximum Age = ~80 Years Old&lt;br /&gt;
|STR = +2&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +2&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The people of the Anjyarr deserts, they have tanner skin then their Hadrian counterparts, as being a desert raised people’s the natural darker tone of their skin provides a type of camouflage when it comes to blending into the raging sand winds, the large and numerous sand dunes, and the dusty rock sculps which litter the land. From their centuries of surviving in the desert climate they have learned to never show fear and to always stand their ground, they fight majestically with agile spear and sword combat that blitz’s the enemy if they don’t plan for it. Though the Khadans have many combat secrets and a deadly arsenal of specific made weapons however the appearance of these, are few and far inbetween as the Khadans are a loving and accepting culture to all outsiders that  may visit them. Along with all this, they are in possession of a wide range of riches including different valuable metals, gemstones, and other bright shiny jewellery pieces which makes them a real eyecatcher. &lt;br /&gt;
&lt;br /&gt;
They also have incredible bartering skills as their ability to sell a horse to a Hadrian, or ore to a Dwarf is not to be doubted and along with their Alliance with the Dark Elves who helped them through the Rotting Plague, they are capable of immense power. It is recommended you keep an eye out on the desert lands as what is there today might become outdated tomorrow, and what is far away tonight might become a border in the morning.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
The Khadans, also known as The Orphans of Anjyarr, The Roaming Men, or The People of Al-Khadir, share a very different look than those of the other humans. The Khadan are usually slightly shorter than the average Hadrian as their men grow to a max of 180cm (5’9”) and their women to a max of 170cm (5’5”). &lt;br /&gt;
&lt;br /&gt;
The Khadan have not always been a unified people and in their past both shared periods of large unification and periods of fragmentation, due to this their skin colour while always tan in appearance shifts between darker and lighter tones depending on where the tribe settled for most of their time. Of the two groups of tribes the Zanmirs, the tribes which inhabited both coastal regions and areas near waterways have found their way to be the icon of beauty amongst the Khadan people. They have light brown hair which usually hangs long down their back, they can have glowing and shiny green blue eyes, and their lighter complexion makes them look like an Attian who got a sunburn.&lt;br /&gt;
&lt;br /&gt;
Unlike their Zanmir relatives, the Vaemirs inhabited the sprawling deserts and such look very different. They have hair which ranges from jet black to nearly white as the amount of time a person spends in the sun can heavily dictate their appearance. They can be both very pale and close to caramel along with usually having brown eyes which sometimes appear to be orange to those who look at them. They are usually wrapped up and hidden but when they reappear they and their special looks can draw the attention of a crowd. Beauty amongst the female Khadans usually result from having a more oval shaped face, long dark eyebrows, and detailed eyelashes which contrast heavily with their eyes which is seen as the most important part. In comparison, the men usually maintain well kept facial hair such as beards and moustaches for their standards. Unlike in some cultures, scars of any sort are actually considered beautiful and seen as marks of courage, strength, and honour amongst their people.&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Even though there are many different tribes and two main races present in the country, the climate has forced all of them to accept a universal type of dress. Due to the Anjyarr desert, the people of Al-Khadir have been mainly seen to wear loose fit robes made of soft materials such as silk, cotton, linen, or satin. The more wealthy inhabitants have been seen wearing robes with gold and jewels attached to them as a display of wealth and fashion with gold being a mainstay. The Khadan robes are often mulicoloured with gold accents and gems along with gold or silver piercings, which contrast heavily to their ‘lunn counterparts as they usually wear dark coloured robes with purple gemstones adorning them. &lt;br /&gt;
&lt;br /&gt;
When it comes to the armor of the Khadan’s, they wear chainmail and bronze or brass plates which are often covered in gems and shiny metals over their traditional robes. Both sexes often prefer armor crafted with ornate design and usually have leather boots and helmets to increase their agility and speed as they are main aspects of their fighting style. The cloaks and robes that accompany these warriors are usually red to keep both the sun away and to scare their enemy as red causes the eye to play tricks on those when under sandstorm conditions, along with this they often wrap their helmets with long scarves to prevent the sun from beaming down to heavily on it. Often to those who travel through the Anjyarr deserts, many wear masks to keep the sand out of their eyes and to conceal their identity, along with this women often wear veils to protect their faces and eyes from getting beat with sand. &lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
Among all races and peoples of Eden, Khadans are the only that can perfectly mix “fire and water” into their culture. The Khadan people are open, friendly, and welcoming people to both allies and people who seek friendship. However, they always keep a vigilant eye towards those around them, and also can be ruthless and violent to those who cross them. &lt;br /&gt;
&lt;br /&gt;
Originating from war-stricken lands which caused a mass exodus of the Khadan people, they have not only settled well to their second home, but they have claimed the area as theirs. The Deserts of Anjyarr are theirs and they have made sure it is stated without words, they have mastered riding, archery, and trading to not only make them a super power but a force to reckon with. Even though the deserts they inhabit are barren and empty, their heart and spiritually are the exact opposite as they follow a philosophy called “The Path” - which is to live one’s life seeking inner peace, no matter how one might identify said peace.The Khadan’s living in the harsh desert climates has one major upside, they value friends and family highly and deem any sort of betrayal as one of the worst acts, which stretches back centuries in their history. &lt;br /&gt;
&lt;br /&gt;
Their natural open-mindedness and alliance with the Azari’luun has made the region of Al-Khadir a very special place, as these two races are tied together as tightly as can be, which is a testament to their culture and peoples.&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
The spoken language of the population of Anjyarr is known as Anjyarri, a dialect that has become dominantly spoken throughout the Ifriq delta river regions. Thanks to the influence of its root language of Akhadi by the [[Dark Elves | Azari'lunn]] language, Anjyarri became the predominant dialect that became more widely spoken than Akhadi. &lt;br /&gt;
When Akhadi was formed remains unknown, yet it is speculated to have come around in the period of the ancient Empire of Anjyarr, with Anjyarri coming forth in the first century of A.F.S. Anjyarri has now been recognized as the national language of Anjyarr.&lt;br /&gt;
Differences in both languages are few, with some even understanding both languages. Akhadi has become an estranged language that modern-day citizens, and those not originating from Anjyarr, often confuse to be the actual dialect. Akhadi is still spoken in the desert regions of Anjyarr by the nomadic inhabitants.&lt;br /&gt;
&lt;br /&gt;
===Holidays and Celebrations===&lt;br /&gt;
&lt;br /&gt;
The people of Anjyarr, both its citizens in the known world and the uncharted regions of the desert, are well known for their extended feasts and holidays. The Khadan see markets and parties as a way to come together, connect, and expand their knowledge of the world as they share information, song, and culture with one another. In many cases, outsiders can participate with them if they respect the traditions. However, the nomadic communities known as the Kha'mal, which live a secluded life in the desert, tend to be hostile and wish to keep their traditions, which differ from the nationwide ones to themselves.&lt;br /&gt;
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====Samudara====&lt;br /&gt;
A celebration that indicates the start of a new fishing season, during which new sails are raised and the nation's fishermen are praised. It often starts with a celebration where the fishermen would honor and pray to an ancient sea deity whose divinity has become a local folk story. Sa'har, as the god is called, is nowadays praised as the guide of the sea, leading her fishermen across the waves safely and giving them plenty of fish to sell to the people. After, the boats, covered in decorative flags, set sail to catch fish. Whoever would return first to the harbor with full nets, would win and be honored as the best fisherman or woman of the season. The biggest fish would often be gifted to the Sultan or Sultana in honor. This celebration originates from an Al-Jabrid tradition and is hence celebrated there. &lt;br /&gt;
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====Sangh====&lt;br /&gt;
This annual three-day festival takes place as a celebration of unity, as its roots chase back to when the splintered peoples joined together. During this time, the Khadan hosts many duels for sportsmanship only and holds vast feasts involving most dancing. In older traditions, the strongest warriors would put on huge shows throughout the entire festival. Still, due to the strain this causes on the body, it has been replaced with smaller shows split between the other warrior duos.&lt;br /&gt;
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====Kura====&lt;br /&gt;
A festival all about the love of life in the Khadan's philosophy. A defining trait of this festival is that different activities occur throughout the day. Starting in the morning when the youth would put on sporting shows such as horse archery, and the old would visit their friends and family, then later at night is the time for couples to gather together and single people to search for mates.&lt;br /&gt;
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====Wahid Goyper'hik====&lt;br /&gt;
The Festival Of Color, as it is also known, is a festival that celebrates the day of alliance and friendship between the Dark Elf and human peoples. While initially, it was a Khadan festival, it has become a significant staple of Al-Khadir as a whole and would end up becoming a national holiday. During the day, markets would open all around the cities. Nomads, merchants, all who come to celebrate, flock to the streets and decorate the city in various bright colors. To the Khadan, it signifies their culture, heritage, emotion, and connection with the spirits, who would be attracted to such a colorful display. Before evening, a party of paint is held throughout the entire city, where people spray each other with multicolored dust and powder. Even with most still covered in these various paints, the evenings are filled with feasts in the streets and homes.&lt;br /&gt;
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=== Romance, Marriage and Reproduction ===&lt;br /&gt;
As mentioned previously, the Khadan people value loyalty to a very high degree. This comes to a head as the values of romance and family are major cores to the Khadan culture, these families and marriages often are very loyal and result in prosperity so splits rarely occur. Even though this is the case, the Khadans are very picky and selective when it comes to their partner, as they treat marriage with utmost importance and hence make sure both parties are certain of their choice beforehand. The selection time for a partner is often years due to the fear of matching incorrectly, whenever a match is made official though a large feast between the families starts which usually ends peacefully and always with respect.&lt;br /&gt;
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=== Death and Funeral ===&lt;br /&gt;
Due to their belief in “The Path” and finding inner peace, as long as the person is loyal to the ideals they often believe they will be reincarnated, this makes death not feared and instead respected. From a young age, a Khadan is told to enjoy and celebrate their life as it is seen as a sacred thing not to be taken for granted. During the funeral of a loved one, a private ceremony will often be held for the family and friends of the deceased to pay a last tribute under starlight. Their body is carefully wrapped up into robes, decorated with different types of flowers, and is adorned with golden trinkets and other valuables as a sign of respect and good luck. These decorations are believed to help them into their new life of prosperity. After the ceremony is done the cremation starts, the body is burned with the gifts until only their ashes remain, of which will be spread in the sea they came from many moons ago. Due to the respect and admiration of lost ones, no mourning occurs as they believe their lost loved one will help in the building of the next generation. &lt;br /&gt;
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== Religion ==&lt;br /&gt;
WIP&lt;br /&gt;
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== History ==&lt;br /&gt;
''&amp;quot;We are each other's harvest, we are each other's business, we are each other's magnitude and bond&amp;quot;''     &lt;br /&gt;
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This ancient saying has been with the '''Khadans''' since even before they touched down on '''Eden''', originally while they were heavily nomadic and fragmented they still were united culturally towards each other as a whole.  &lt;br /&gt;
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Khadans were split into many different tribes but this only helped build them up with their thought of '''&amp;quot;Unity through Fragmentation&amp;quot;''', which was a philosophy where the ancient Khadans believed even if they were smaller pieces of something larger, they can still be unified as slices due to them still amounting to the same larger picture.    &lt;br /&gt;
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=== Ancient History ===&lt;br /&gt;
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==== The Landing (1100 - 850 B.F.S) ====&lt;br /&gt;
The '''Khadans''' originated in a continent distant from '''Eden''', which was most likely plagued with strife and infighting, causing the ancient '''Khadans''' to leave. It is at this point where they most likely developed their first traditions of unity as seeing their homelands laid to waste cause of wars and chaos would change then forever, due to them not wanting to repeat the same mistakes this is not only the first trace of the '''Khadan''' identity developing but it is also the first traces of them in history. &lt;br /&gt;
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Records show that the ancient '''Khadans''' first landed in the '''Anjyarr''' region around the year '''1100 B.F.S''', meaning that the '''Khadan''' culture on '''Eden''' goes all the way back to the realm of prehistory. While still little is known about their homelands, the speed and ease the '''Khadans''' have shown in not only conquering the desert, but living in it for so long would provide some clues about how similar their old land could have been. &lt;br /&gt;
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When the '''Khadans''' arrived on the eastern shore they had two decisions to make, they either would all go together and find land or split up into small groups and scout the area. While it wasn't the popular choice they ended up splitting up, half of the arriving people went in smaller groups to scout around the coast and the other half would go in smaller groups to scout inland. &lt;br /&gt;
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Although a large number of tribes would result from the split up, there were two main groups of them, the '''Zanmirs''' who went towards the coast and settled there along with the '''Vaemirs''' who went inwards towards the sand dunes and lived there.&lt;br /&gt;
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There were a multitude of large tribes that would be in the '''&amp;quot;Ruling Council&amp;quot;''' among the tribes  on the coast there were the '''Zenithers''', '''Santhiers''', and '''Kieynes'''. Among the tribes inwards there were the '''Valmirs''', '''Waevaz''', and '''Schatons'''. These were the tribes that not only had the best contact with each other, but the parental tribes of the small ones, this came about due to the lack of resources in some areas causing tribes to seek a steady import of them in exchange for knowledge sharing. &lt;br /&gt;
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This trade system was very efficient as all of the main six tribes share three smaller tribes under their wing, while this sounds like it would cause wars to erupt in the region it actually did the exact opposite. The '''Khadans''' have always seeked to be full of knowledge and this system helped out greatly as both the smaller and larger tribes traded with each other.&lt;br /&gt;
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==== The Khadan Consciousness (850 - 600 B.F.S) ====&lt;br /&gt;
The '''&amp;quot;Khadan Consciousness&amp;quot;''' or '''&amp;quot;Enlightenment Period&amp;quot;''' started after the formation of the tribal sharing systems in around '''850 B.F.S'''. &lt;br /&gt;
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It was during this time the tribes came into a shape of their own and the phrase '''&amp;quot;The blade slashes sharper, but the ink sinks deeper&amp;quot;'''. This phrase came about due to the fact the pieces of paper at the time were cut very thin causing the ink to sink deeper into the fibres and occasionally go through to the otherside, it is a good reminder of how potent a written work of knowledge can be in comparison to the light surface slash of a sword. While the knowledge sharing culture spiked at this time there was also another type of culture spike, it was the more regional and specific development between the two groups of tribes. &lt;br /&gt;
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The '''Zanmirs''' developed a culture of growing food and other resources, a shipbuilding and seafaring culture, along with a special combat style. Being in proximity to water and using it in everyday life, the '''Zanmir''' people developed a combat style called '''&amp;quot;Water Dancing&amp;quot;''' which would rely on fast and swift strikes using a trident to disable the opponent.  &lt;br /&gt;
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While this style was quick and agile the '''Vaemirs''' developed another style called '''&amp;quot;Sand Striking&amp;quot;''' which would rely on the use of sand in combat to not only blend in and camouflage but also as a tool to either be thrown in the eyes or other crevices that would cause discomfort. &lt;br /&gt;
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These two different styles had solidified and were shared among the different tribal cultures so they could not only defend each other from the wildlife but also any threat that may rise up.  &lt;br /&gt;
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While some might know these styles and their rip offs as popular among many different races and people today, they got their start with the ancient '''Khadan''' people. Along with the different melee styles they also adopted both a mounted culture with the coastal tribes going for fast and agile horses, and the inner tribes going for bulky strong steeds and large venomous scorpions.  &lt;br /&gt;
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There was also a growth in archery as they developed many different ideas and strategies one of which is the '''&amp;quot;Sand Arrow&amp;quot;''' where they tie a small bag of sand to an arrow and when it hits the target they get both damaged and blinded.  &lt;br /&gt;
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==== The Anjyarr Empire (600 - 330 B.F.S) ====&lt;br /&gt;
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===== Beginnings =====&lt;br /&gt;
In approximately '''600 B.F.S''', exactly six centuries after the Khadans landed in '''Eden''' they had a decision to make. From their first moments here they preached unity however split up due to no real direction of their future, however the growth in their culture and bond had brought them to a point which would forever change history. All the six major tribes had a discussion about their future and the needs of both themselves and the smaller tribes, this shaped what was to come. The talks selected two main tribes to represent each group, the outcomes of which were the '''Zenithers''' for the '''Zamirs''' and the '''Valmirs''' for the '''Vaemirs'''. These were the largest tribes of the '''Khadan''' people and with the future plan set out all the sub tribes formed under these banners. The tribes settled in two different locations, the '''Zenithers''' on the '''Ifriq''' river to the west and the '''Valmirs''' on the '''Kemir''' river to the east. They set up the road network which is used today to get to '''Al-Khadir''' as while the '''Zenithers''' did not build the city they were located near it, in contrast the '''Valmirs''' built at the bottom of the '''Kemir''' river as the soil there was most fertile and ready to crow crops. &lt;br /&gt;
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With the new connection of the main tribes and the consolidation of power within the people, they united for the first time in history officially and called them the '''Anjyarr Empire'''. While the majority of the smaller tribes stayed either in smaller coastal villages or in towns between the sand dunes, all of them would not only have access to free trade between each other directly but also be able to travel back and forth between each other's lands. During the first year of the Empire marks the first recorded use of both the sun and the colours green and orange to represent the people. While all members shared the sun, the green was meant to represent the coastal cities and the large water culture while the orange was meant to represent the '''Anjyarr''' desert and all the people who resided in it. While the flag used doesn't look anything like the modern day flag in design, the colour pallets and symbolism is still there and carries on being important to the people a millennia after the empire. The empire continued to build on their previous cultures as not only had they combined and spread their traditions and values to each other, but the empire also began to unify more. &lt;br /&gt;
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While originally the sixteen tribes of '''Khadans''' were divided into the coastal and inland groupings this was later changed into which tribes were joined into the '''&amp;quot;Ruining Council&amp;quot;''' tribes. The land in between the '''Jungle of Spiders''', '''Spine of Eden''', and the end of the Ifriq was previously composed of four tribes with the most notable being the '''Santhers''', during the phase of '''&amp;quot;Khadan Centralization&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;''' the three smaller tribes were integrated into the '''Santhiers''' as a way to bring not only more unity but to make life easier on the people. With the move being a success the same action was performed on the lands both up and down the '''Ifriq''' river as the smaller three tribes were assembled into the '''Zenithers'''. This helped with the then growth of farming along the river and the integration of desert farming systems into the lower regions. The idea seemed to be a very successful concept and was hence used on the '''Kieynes''', '''Valmirs''', '''Waevaz''', and the '''Schatons'''. The combinations of the tribes sowed the economic ties of them to each other however their culture still remained singularly to themselves and was only spread to the surrounding tribes. &lt;br /&gt;
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The system of six tribes with the two leaders persisted for another centuries until the signing of the '''&amp;quot;Unity Treaty&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;''' in '''550 B.F.S''', where all six tribes were fully integrated into a core governmental system. They crowned their leader with the name '''&amp;quot;Pharos&amp;quot;''' which means '''&amp;quot;Prophet of the People&amp;quot;''' or '''&amp;quot;Leader of the Tribes&amp;quot;'''.&lt;br /&gt;
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===== Golden Age (550 - 350 B.F.S) =====&lt;br /&gt;
The '''Anjyarr Empire''' at this point in history had been around for one out of seven centuries of the '''Khadan''' time on '''Eden'''. While the time it took to form it was impressively fast for a tribal people, what was even more impressive was the time period after they had fully united. The now unified people under the command of the '''Pharoes''' continued to build on their culture but there was a large revolution just around the corner. &lt;br /&gt;
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The first ever celebration of '''Sangh''' took place on the last day of their six century anniversary here. It was during this celebration where a man discovered that building waterways through the desert was a possibility. He brought his discovery to leader at the time '''Pharos Tusea''' who approved of the idea to aid out the tribes of the inner desert.  &lt;br /&gt;
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At the start of their second century as an empire, in '''400 B.F.S''' they began the construction of the '''Liben Canal''' which would provide water to the places between the '''Ifriq''' and '''Kemir''' rivers. The construction took nine years and in '''391 B.F.S''' after the canal was done it was a sight to behold. It stretched half the size of the other river inwards but it had a secret to it, at the end it forked into a west path which would go further towards the Ifriq and the east path which would go further towards the '''Kemir'''. &lt;br /&gt;
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It was lined on the inside with chiselled sandstone as they believed the small spaces in the stone for the water to gather through in the space would help keep any excess water in the canal. It was lined with trees and columns announcing it which were encrusted with gold and silver patterns, and on the side there was a small amount of grass and plant growth which made it look more like a mirage than a real thing. This move increased food productivity in the empire as not only were the west and east rivers the main production centres, but now the middle of the country could also pump out food. With three regions handling food production this led the country into a large population jump, which coincided with the job market exploding with an increase in mining, farming, and political jobs they were properly thrust into a different era. The one strangest part of this is that while the country as a whole was boosted, the smaller cultural aspects actually didn't grow and instead returned to their native region.  &lt;br /&gt;
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The tribal cultures seem to have returned but this did not hurt the empire actually it aided it, with the density of local culture returning each place felt special again causing a large tourist culture to sweep through the nation. It has been estimated that the '''Anjyarr Empire''' at its peak was between '''700 million''' to '''1.3 billion Andros'''. The people here were not only rich in currency but they were also rich in materialistic materials such as gold, silver, and gems which would remain dense in the region even in modern times. They developed versions of silk like fabrics which were popular amongst the wealthy for it's soft texture and it's heat durability. &lt;br /&gt;
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The modern day '''Anjyarr''' is a shell of its former self from this era and imagining it might be difficult for some, but no matter what the people still remained.  &lt;br /&gt;
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===== Disappearance of the Pharos (350 - 330 B.F.S) =====&lt;br /&gt;
The '''Golden Age''' of the '''Anjyarr Empire''' lasted more or less for the span of '''200 years''' (from '''~550-350''') , it was led by the important '''Pharos''' ruler family which remained the same since the founding of the title. The importance of the '''Pharos''' is not to be understated, the '''Pharos''' role was one of the first offices made by all the tribes and all sixteen tribes (officially six) they trusted a singular family to guide them all. This office idealised the concepts of unity in the '''Khadans''' and they were loved and respected, this legacy lasted all the way until the '''200th''' '''Sangh''' celebration. &lt;br /&gt;
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On this day it started like most others however it ended in tragedy, towards the end of the nightly celebrations the '''Pharos''' was killed in a freak accident when he lost control of his horse and was flung into the canal, drowning to death. The loss of their political and spiritual leader heavily damaged the nation and within the next few weeks the family had withdrawn from the public, some spread rumours they went back to their home continent while others stated they had killed themselves to save face. Whether either of these are true is unknown, either way the '''Pharos''' family without a suitable heir to replace the position has disappeared on the tribes when they needed them the most. Due to this the country turned to the largest tribes, the '''Zenithers''' and the '''Valmirs''', to dictate their future. Both tribes were loyal to each other and were heavily loyal to the '''Pharos''', the '''Pharos''' family was actually started due to an inter marriage between the tribes. &lt;br /&gt;
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The writing was on the wall for the empire as both tribes claimed to be rightful rulers of the empire which led to a series of political infighting. &lt;br /&gt;
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==== Anjyarr Civil War “War for the Liben” (330 - 320 B.F.S) ====&lt;br /&gt;
The '''Zenithers''' and '''Valmirs''' while they separated back into the claims of their tribes with the '''Zenithers''' controlling the west of the country and the '''Valmirs''' controlling the east in '''330'''. Where they still officially were fighting over who should become '''Pharos''' of the '''Anjyarr Empire''', in reality what happened was they were just fighting for the territory so they could carry on the name. &lt;br /&gt;
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With the west and east secured it left the centre of the country very vulnerable as it had both become a large food production area and it also hosted the '''Liben Canal'''. Both tribes went to war over the control of the '''Liben''', the war started and was &amp;quot;fought&amp;quot; for five years ('''330-325''') as just small skirmishes around the canal until a '''Valmiri''' soldier thought he spotted what appeared to be the body of the last '''Pharos'''. &lt;br /&gt;
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This discovery caused the '''Valmiri''' military to push in fully on the canal as they saw the recovery as a huge reputation and status boost they could use to rightfully claim the title. A 15,000 strong '''Valmiri''' force under the control of then leader '''Cleota Valmira'''. They didn't expect any resistance and hence ran into the boundaries of the canal to secure the area so they could start recovery, however what they didn't expect was for there to be a '''Zenitheri''' garrison of 8,000 guarding it. &lt;br /&gt;
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As the '''Valmiris''' ran in they were hit with heavy arrow barrages that for those who weren't killed or injured caused them to flee. '''The Battle of Liben''' had properly gotten underway as the current '''Valmiri''' troops were reduced to 14,200 and the '''Zenitheri''' garrison had fallen to 7,500. These were the only troops who were going to fight this battle as both tribes agreed it would be in poor taste for an all out blood bath to occur in the same place as the '''Pharoe’s''' body. &lt;br /&gt;
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The battle went on for another two years ('''323-321''') without any melee action as most of the action was either archer battles or psychological warfare involving shooting rotting cow corpses over to the other side. During '''320''', the third official year of the battle, plans were made by the '''Valmirs''' to use their number advantage in an all out rush of the canal during the night time. During that year's '''Sangh''' celebration the '''Valmiri''' troops were supposed to strike the other camo but something happened, as they were half way over the canal they met the remaining '''Zenitheri''' troops who had seen this coming and marched to counterattack them. The '''Valmiri''' were overcrowded and spent more time trampling each other than actually fighting back against the '''Zenither'''i troops, it was starting to become a massacre and so the '''Valmiri''' decided to collapse the remaining parts of the canal, pulling back as many people as possible. Out of their remaining 7,000 troops they managed to pull back 6,000 of them as '''Cleota''' and the remaining 1,000 troops fought off the '''Zenitheri''' forces. &lt;br /&gt;
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The canal collapsed killing both the remaining 1,000 '''Valmiri''' troops including '''Cleotra''' along with 5,000 '''Zenitheri''' troops; it also buried the body of the '''Pharos''' under tonnes of sandstone and sand, which to this day has never been recovered or seen again. As result of the slaughter 15,000 men layed dead and '''Liben Canal''' had been destroyed. &lt;br /&gt;
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This series of events quickly ended the war between the two tribes as they were too busy trying to recover their dead to bear hatred towards each other, most of the stability and treasury of the empire was either destroyed or reduced to a fraction of itself, with now power only coming from the western and eastern lands instead of a central source.&lt;br /&gt;
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==== Decade of Disarray (320 - 310 B.F.S) ====&lt;br /&gt;
After the '''War for the Liben''' ended, both tribes not only had lost a large amount of their military force but they also lost the support of most of the small tribes. While both the '''Zenither''' and '''Valmir''' tribes maintained their foothold over the '''Ifraq''' and '''Kemir''' rivers, the tribes ranging from to their sides and in between them split off. The tribes lost faith in their fellow man and decided to no longer rely on the large tribes, as thanks to them the first Khadan blood was spilled.  &lt;br /&gt;
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Over the next two years the smaller tribes slowly started to break away and become independent, the remaining four larger tribes of which the smaller ones had been fed to, decided to let them go their separate ways. Oh how cruel fate was they had gone from a unified people to sixteen fragmented tribes in '''10 years''', also thanks to conflict again. The saddest part about the '''Decade of Disarray''' is that some of the smallest tribes had completely removed their settlements which had been there for centuries and had to join up with some of the more medium sized tribes to properly break away.&lt;br /&gt;
The last year when there are proper records of all sixteen tribes was the year '''318'''. The smallest tribes such as the '''Tahmons''', '''Schatons''', and '''Impevers''' for the '''Vaemirs''' ended up being absorbed both culturally and politically into the more medium tribes such as the '''Giaentz''' and '''Draetons'''. The smallest tribes for the '''Zanmirs''' such as the '''Taoneys''', '''Auknieys''', and '''Dieyniers''' are absorbed into the '''Aoshiers''' and '''Jaliers'''. The smallest tribes being mixed into the medium tribes just to survive, cause a very large grudge to form against the largest two tribes among most of the '''Khadan''' people.&lt;br /&gt;
While '''318 - 315''' for many of the smaller tribes were the worst years of them as they had to forget who they were and blend into another people, during this set of three years the more medium sized tribes such as the '''Giaentz''', '''Draetons''', '''Aoshiers''' and '''Jaliers''' they experienced a weird sort of resurgence as they amount of small tribes being absorbed had actually allowed them to equal the larger tribes in terms of population. &lt;br /&gt;
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As '''314''' dawned on the '''Khadan''' people, there were ten tribes amongst them, but this would not be in vain as the medium sized tribes would start their revenge plan. While this was all going on in the lesser sized tribes, the largest two tribes had returned to a decent level of stability among both of them as they not only had upped their food production to sizes that could support them again, but they also managed to end the hostilities present between the two and start a slow merge which would take the remainder of the decade. &lt;br /&gt;
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==== '''War of the Anjyarr Confederacy (310 - 295 B.F.S)''' ====&lt;br /&gt;
In the year '''310 B.F.S''', the plans of the medium sized four tribes (+ the six smaller ones) became a reality as they formed the '''Anjyarr Confederacy'''. It was composed of the tribes which had been inland the most even if it left out some '''Vaemirs'''. &lt;br /&gt;
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Seeing this move the '''Zenithers''' and '''Valmirs''' had formed a pact with the tribes near their land called the '''Al'Hadar Alliance'''. The '''Al'Hadar Alliance''' consisted for six active tribes which were the '''Zenithers''', '''Santhiers''', '''Kieynes''', '''Valmirs''', '''Waevaz''', and '''Schatons''', these all sharing land borders with each other made them the best decision to assist as the time for troops to arrive would be short and cost effective. &lt;br /&gt;
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In the mid months the '''Anjyarr Confederacy''' had declared war on the '''Al'Hadar Alliance''', casting yet again another civil war on the '''Khadan''' people. The '''Anyarri''' fighters used entire small tribes as shock units and sand archers while the main force consisted of their soldiers, in comparison on the '''Alliance's''' front they had similar amounts of manpower and the advantage of being lethal near water. &lt;br /&gt;
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The war kicked off to another slow start as the first 5 years showed little if any combat as the '''Anjyarri''' were staying inwards and '''Hadari''' were staying out towards the coast. It wasn't until the year '''305''' where an '''Aoshieri''' decided to set up a camp on the outer edge of the northern desert did anything happen. A small camo consisting of '''Tahmons''' and '''Taoneys''' was made to lure the units towards it as it would be an easy target and cripple the '''Anjyarr''' manpower. &lt;br /&gt;
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In the later months of '''305''', the '''Hadari''' troops under the command of '''General Alriki Waevaz''' decided to leave their position and assault the camp. The invading '''Hadari''' force numbered around 19,000 strong which in comparison annihilates the '''Anjyarri''' defending force of around 800 people, however there was a trick up the '''Confederacy's''' sleeve. As the 19,000 strong army approached within 60ft of the camp, the defending force which was ready to face them fell back into the surprise attack '''Anjyarr''' ranks, as they fell into their formation the '''Hadari''' army was bombarded by hundreds of sand arrows which cut down their organisation and visibility. &lt;br /&gt;
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The '''Hadari''' force stopped their assault and quickly backpedalled away from archer range, at the same time they sent out their elephant archers to engage in a skirmish battle with the '''Anjyarri''' sand archers. '''The Second Battle of the Liben''' lasted around three entire days of fighting and resulted in the losses of around 700 out of the '''Hadari's''' 19,000 and close to 400 for the '''Anjyarri's''' 18,000. This battle swung the war into a more balanced state as both the military numbers were close along with the moral swap, Alriki knew he had been defeated tactically so he decided to get revenge. As he retreated he split his army into two halves, with the first split group numbering 7,000 he sent it east towards the '''Kemir''' river in plain sight of the '''Anjyarri''' troops. &lt;br /&gt;
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The bait seemed to not have worked but a few days later, now in 304, there were reports the '''Anjyarri''' army was on the move and pursuing the smaller force. The commanding '''Anjyarri General Fexs Aukniey''', decided to pursue because he believed he could quickly crush the force; they travelled for nine days until they finally caught up to the '''Hadari''' camp. The now 17,500 troops for the '''Anjyarri''' barrages the camp with arrows to try to get easy pickings, this caused the '''Hadari''' to send out their elephant riders in order to prevent this from doing too much damage. &lt;br /&gt;
&lt;br /&gt;
The '''Anjyarri''' started marching on the camp and both the elephants and archers pulled back due to the risk level for them. '''The Battle of Vemez''' started as the 7,000 strong '''Hadari''' charged out of the city into the ranks of the '''Anjyarri''' troops, they were engaged in heavy melee combat with again both the archers and elephants repositioning in order to defend their unit's flank. The battle went on for around 10 years and not much progress was made due to the constant attacking and falling back of the '''Anjyarri''' to preserve men and resources which also opened gaps for the '''Hadari''' forces to gather supplies to keep them stocked, until one early morning in mid '''295'''.&lt;br /&gt;
&lt;br /&gt;
Being outnumbered by over '''2-1''' had improved their defensive position as they could stack more men in their ranks, however them being on the defensive would not last long as '''Alriki''' emerged out of the dunes behind the '''Anjyarri''' force, completely wiping out their archers and putting a full fledge assault on their flank. The now 23,000 strong '''Hadari''' force had finally recombinded and they were able to trap the enemy troops between them. Knowing that this was very bad '''Fexs''' decided to try to pull away from the city and get closer to the lake, this was a large mistake as even though he inflicted heavy casualties on the city based '''Hadari''' force, he also drew his men close to the water. &lt;br /&gt;
&lt;br /&gt;
Seeing his chance, '''Alriki''' ordered the '''&amp;quot;Water Dancers&amp;quot;''' to pursue, the result of which was an absolute slaughter as their quick and agile movements in the darkness caused hundreds to either attempt to fight an invisible foe or to flee into the lake. After four hours of slaughter '''Alriki''' called the troops back from perusing and decided to rally his troops in the north. '''The Battle of Vemez''' was the bloodiest battle fought in the '''Anjyarri''' region, as 12,500 out of 18,000 losses were suffered for the '''Anjyarri''' units in comparison to the Hadari's 8,500 out of 23,000. The crushing defeat of morale and manpower that swept across the '''Anjyarri Confederacy''' resulted in a peace treaty being signed mere days after the battle ended.&lt;br /&gt;
&lt;br /&gt;
==== '''Fivefold Fallout (295 - 290 B.F.S)''' ====&lt;br /&gt;
After the war the '''Khadan''' humans were faced with a near wipe out of the smaller tribal cultures. The war had been deadly and tens of thousands laid dead across the land, among these dead were the last major remains of the '''Valmir''' tribe. &lt;br /&gt;
&lt;br /&gt;
While the tribe was not completely destroyed, it had enlisted too many men for the military and had lost not only thousands of soldiers, but it lost its ability to rebound quickly. As a result of the bloodshed in the war numerous things unfolded over the next few years. We start in '''295''' right after the war ended as both the '''Anjyarr Confederacy''' and the '''Al-Hadar Alliance''' disband causing a slight ease in relations among the tribes. &lt;br /&gt;
&lt;br /&gt;
At the same time efforts were organised by the different tribes to gather their dead and to give them a proper burial. They ended up choosing to treat the city of '''Vemez''' as their burial ground, the families would pick a room inside a house to place their loved one in, and then adorn them right before they set the room on fire. The entire city was burnt down with multiple more bodies needing to be burnt in the streets and even out towards the sand dunes, the capital of the '''Valmir''' tribe for centuries was cleansed through flame due to their sins. &lt;br /&gt;
&lt;br /&gt;
After the '''Decade of Disarray''', only ten of the sixteen original tribes remained, but after that this number would shrink ever further. In the western reaches of the '''Zanmir''' tribes on the '''Ifraq''' river, the '''Zenithers''' remained strong and powerful but the '''Santhiers''' and '''Kieynes''' were heavily damaged and needed to recover, hence in '''294''' the three tribes combined under the '''Zenithers''' title or the '''Ifraq Tribal Confederacy'''. Also in '''294''', furthermore on the western side, from the land near the jungle up towards the sand dunes which touch the '''Spine of Eden''', the '''Jaliers''' and '''Aoshiers''' also decided to join forces under the new name '''Hesine'''.&lt;br /&gt;
&lt;br /&gt;
In the eastern lands near '''Akmat's Tomb''' during '''292''' the tribes of the '''Draetons''' and '''Giaentez''' decided to combine under the new name '''Medunse''' in order To prolong their survival, as their lands did not have claim to any large water sources. Finally in '''292''' after multiple years of work, the '''Valmir''' and '''Waevez''' tribes of the lower and upper '''Kemir''' combined under the '''Valmir''' or '''Kemir Tribal Confederacy''' name. It took years of work to not only join these tribes together through ways of transportation but also they needed to rebuild the '''Valmir''' capital which ended up being called '''New Vemez'''. &lt;br /&gt;
&lt;br /&gt;
The only tribe which did not combine during this time was the '''Schatons''' of the central '''Anjyarr''' desert which was able due to their rather small size to remain independent from any absorption and was the only tribe from '''&amp;quot;The Landing&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;''' to stay culturally independent from anyone else during all of history so far. In the following years of '''291 - 290''' the tribes rebuilt and integrated even further, it is at this stage that the period gained the name '''&amp;quot;Fivefold Fallout&amp;quot;''' due to the five remaining tribes after the War of the '''Anjyarr Confederation'''. &lt;br /&gt;
&lt;br /&gt;
==== '''Century of the Scimitar  (290 - 200 B.F.S)''' ====&lt;br /&gt;
As the tribes were forced to move on from the war and fight their way to stability, small pockets of tribe members turned to sabotaging tactics towards their rivals. Through much of '''Anjyarr''' region the only real way to get supplies delivered was either through boat, or through a caravan. The coastal tribes had developed a large naval industry with the defensive capabilities hence this was not tried. However, very few tribes actually had guards to protect their caravans and usually just left them alone as there was no point in attacking them.  &lt;br /&gt;
&lt;br /&gt;
However at this stage there were still people upset at each other; they had lost family, blood, and land to some of the other tribes and they believed a half-fought war wasn't good enough. Directly after the end of the '''Fivefold Fallout''', small camps started popping up along major roads and through small back trails. They started as being nothing but a small campsite with a fire and four to five tents. However by '''285''' they had grown quite large, usually housing over twenty tents and including a single coloured flag which would identify it at a distance.  &lt;br /&gt;
&lt;br /&gt;
These were small raiding camps which would attack any caravan belonging to the rival tribes. There were many set up all over the '''Anjyarr''' desert by disgruntled '''Schatons''' members which had lost homes during the '''Second Battle of Liben''', and as their lands were impossible not to cross through they got heavy traffic. The main body of the tribes did not support these as they felt it both caused political and economic problems in the people and wished to avoid that. &lt;br /&gt;
&lt;br /&gt;
However in reality there was not much to do as they were loose bands of people so capturing them was nearly impossible, so in '''270''' after two decades of raiding parties causing problems the '''Khadan''' people devised a plan. As they were naturally good salesmen no matter what their path in life was, they ended up having ex-military or militia members act as the traders when they sent out caravans. It would not be until the raiders would engage in the raid that they would find out their mistake. &lt;br /&gt;
&lt;br /&gt;
To conceal their identity many of these men carried a scimitar, a small curved sword which could be hidden quite well under all the robes they wore, this was a smart decision to carry as it was very unexpected in the raiders and many would even run away before going through with it. These new caravans were widespread everywhere and to make sure they worked they were then equipped with both bows so they could fight from a range, but also they were put out for the remainder of the century to make it clear this would be the normal now. &lt;br /&gt;
&lt;br /&gt;
While the first part of the century saw close to '''1 billion Andros''' worth of goods stolen in total all across the land, by the end of the century they had actually recovered nearly '''90%''' of the goods stolen. While this started out bad for the '''Khadans''' and it would seem that they would go through even more turbulence, the raiders were challenged early enough to where by the end of the period there were no more raider camps reported among roads. &lt;br /&gt;
&lt;br /&gt;
==== '''Rebuilding (200 - 160 B.F.S)''' ====&lt;br /&gt;
Following the '''Century of the Scimitar''' and the reconquering of the caravan systems, one might assume everything would be okay. That is not entirely false yet rebuilding land that was lost or destroyed is not the easiest. At this point the empire had only ended more or less '''100 years''' ago and there were already two major wars that ripped through the land, however they started from nothing before so they could do it again.  &lt;br /&gt;
&lt;br /&gt;
At the start of the rebuilding period from '''200 - 160''', they were at '''1/7th''' the population of the '''Anjyarr Empire''' and they had '''1/20th''' the amount of money, but the raw materials were still there. In the centre desert there were still vast amounts of gems to mine, in the west there was still lots of silk to make, and in the east there was still valuable ore and food production that never ceased. Now that the tribes were at peace and had settled down they could once again enjoy these again without fear of dying the next day. Between '''188''' and '''185''' there were multiple trade leagues set up such as the '''Ifraq Trade Association''' in the west which traded silk and linen, the '''Schaton Emporium''' in the centre which sold gems, and finally the '''Kemir League''' in the east which mainly focused on selling ores to rebuild themselves as they needed the food to stock. While the recent series of events were tragic they might have actually helped the '''Khadans''' out in the long run as all the tempers between the different tribes were able to be quelled. The ease of tensions was noted as having reached almost pre war levels in around '''173''' as the trade leagues had combined into the '''Anjyarr Trade Pact'''. This was done to lessen the prices of buying from across the desert, the profits didn't actually drop though due to the increase in purchases. The economy of the '''Khada'''n people had risen quite substantially and by the end of the '''Rebuilding''' period they were able to rekindle a small part of that economy as they went from 1/20th to 1/9th and the population went from '''1/7th''' to '''3/5ths'''. While some claim that absorbing tribes into each other is not that big of a deal as they still maintained their land and cultural identity, what bothered them was it voided the philosophy they had followed for centuries. Even under the '''Anjyarr Empire''', the tribes were treated as independent countries except they had the choice to join into the '''&amp;quot;alliance&amp;quot;'''. The philosophy they had been following for centuries ever since they landed was gone, so another one was made to fill it's spot. &lt;br /&gt;
&lt;br /&gt;
==== Founding of [[Tarik il Iʂik]] (150 - 120 B.F.S) ====&lt;br /&gt;
'''&amp;quot;The Path&amp;quot;''' came about in '''150 B.F.S''' due to the teachings of a man only known as '''&amp;quot;The Priest ''''&amp;lt;nowiki/&amp;gt;'. It started in '''Zenfey''', the capital of the '''Zenither''' tribe and of the '''Ifraq''' river. It adopted the core basics of the philosophy that dates back over '''800+ years''', however the twist is that it is an official religion. Before it was thought of as a way to think of life, but now it is being thought of as a way to believe in life. '''&amp;quot;The Path&amp;quot;''' emerging out of the '''Rebuilding''' period isn't a surprise, as refinding previous ideologies in a time of strife is very common amongst all races.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;The Path&amp;quot;''' started spreading amongst the '''Ifraq Tribal Confederation''' in early '''148''' and by '''145''' it had completely enveloped the region. Then later between '''142''' and '''138''' it started making its way and spreading towards the '''Schaton''' tribe in the centre of the desert. It took a while to start rising there but by '''131''' it was in full effect and had become a mainstay in the region. Now being majorly present in '''2/3''' regions by '''130''' it wouldn't take long to pop up in the eastern regions, which it did exactly in '''127''' where it made its first splash in the '''Kemir''' region in '''New Vemez'''. &lt;br /&gt;
&lt;br /&gt;
While in this region the tribes were a bit more spread out, having almost been wiped out a few decades previously had caused the ideals to spread at a rate faster than it did in Ifraq. By the end of the '''120's''' '''&amp;quot;The Path'''&amp;quot; was the main belief system of the '''Khadans''' and was present in all major regions and cities. The core belief of '''&amp;quot;The Path&amp;quot;''' had been present in the '''Khadan''' culture for close to a millennia at this point, and while nothing new to the people, the different outlook and explanation of it caused a huge resurgence in the ideals.  &lt;br /&gt;
&lt;br /&gt;
==== Century of Stability (120 - 40 B.F.S) ====&lt;br /&gt;
'''Following both the resurgence of the tribal structure along with the creation of''' “The Path”''', the''' Khadan '''people had re-entered into an age of prosperity however this was unlike the last ones as it had spawned an unlikely revolution.''' &lt;br /&gt;
&lt;br /&gt;
Throughout the history of the '''Khadans''' there had been multiple developments such as canaln systems, transportation systems, and the system which boosted agriculture, mining, and textile crafting. However all these had either been long established or had died out long ago, while the agricultural revolution occurred to help increase the amount of food produced the culinary movement was just getting under way. This time period could also be called the '''“Culinary Century”''' as there were great leaps made for the creation of new food ideas. Starting towards the end of the year '''120''' when an unknown man from the '''Schaton''' tribe had published a book known as the '''“Asba”''' which was a '''100''' page cookbook documenting the steps to make '''70+''' meals for even the poorest of families. While for the first few years of it’s publication the book enjoyed moderate popularity and use among the '''Schaton''' tribe, by the year '''115''' it had made it to both '''New Vemez''' and '''Zenfey'''.This had not only spread it to a larger market due to these being effective capital cities of the '''Khadan''' people, but it also had spread it to major food production areas which could aid in the supply-demand industry. Between '''113''' and '''110''' both cities had started mass recreations and republishes of the book, some of these involved the addition of more local dishes, while other variations included alternate recipes for the ones featured. The '''Khadan''' people had always loved food but the increase of creativity when it came to what they could eat had inspired them even further. While the following years saw more and more recipes and books printed to an even larger audience, in the year '''97''' there was another revolution. &lt;br /&gt;
&lt;br /&gt;
Stemming from the city of '''Zenfey''' a book series was published titled '''“Miza”''' which included multiple different concepts of not only alcoholic beverages but also how they could be mixed together. The cocktails ranged from whiskey, gin, wine, and even a non-alcoholic drink made from the native cactus population. The '''Khadans''' were not heavy drinkers and tried to avoid getting drunk at all costs as it could put them and others into danger, however they also had a decently high tolerance meaning that the amount of room available shot up higher then imagined. Both the culinary and cocktail revolutions were in full swing and by the year '''90''' there had been '''250+''' food recipes and '''150+''' cocktails created out of anything edible, along with this there were an estimated '''5,000''' copies of both the '''“Asba”''' and '''“Miza”''' out amongst the '''Khadan''' people. All tribes saw prosperity from this period as they either grew wheat, sugar, some sort of indemand plant, or had an abundance of spice to spare, this meant that the money constantly flowed back and forth ensuring economic stability and the people were happy as there were so many options to try out each day. Both the culinary, textile, social, and agricultural industries grew to even larger heights and for a span of '''40 years''' ('''90 - 50 B.F.S''') they were the peak of the '''Khadan''' economy. &lt;br /&gt;
&lt;br /&gt;
It is believed these efforts are owed to the creation of '''“The Path”''' as it had increased creativity enough to bring this upon them, which caused a large uptake in religious involvement among the people. As the century came closer to ending there was a final wave of recipes shared, which came from each tribe's unique culinary culture which started in the year '''47''' B.F.S and continued till '''40'''. Each of the sixteen tribes which were still around culturally had started a publication of their own recipes which had been in their tribes for centuries. These were picked up in the trade market and by the end of the age you could find '''Hesine''' recipes and food in the possession of '''Medunsi''' and vice versa. While the economic effects could not be understated, this also did a lot to improve the relations of the tribes back to that of the '''Anjyarr Empire''' days, as when the time came to a close there was the next step in '''Khadan''' society. &lt;br /&gt;
==== '''Twilight of the Old Era (40 B.F.S - 1 B.F.S)''' ====&lt;br /&gt;
As the '''Century of Stability''' faded from a hot new revolution to present aspects of '''Khadan''' society everything had relaxed. The wars of the last two centuries had faded from the minds of nearly everyone and there was no focus on improving more overlooked aspects in life. After the culinary revolution they started on improving education as it hadn't been updated in a long time. &lt;br /&gt;
&lt;br /&gt;
In '''40 B.F.S''' all of the tribal leaders had a meeting to discuss what they could do about it, they came to a decision rather quickly and by the time '''40''' turned to '''39''' they had an organization founded. The '''K.E.S''' ('''Khadan Educational System''') was founded and started implementing multiple schools throughout the tribes, they taught the most vital bits of information such as how to read, write, speak, and do math to an advanced degree. They also helped people when it came to jobs as whatever job was most needed or important in the tribe had experts go in and teach the students how to be a worker. The schools were not based on age and people of all ages and walks in life attended to upgrade their wellbeing.  &lt;br /&gt;
&lt;br /&gt;
Between '''40 - 28 B.F.S''' the schools had focused mainly on the region they were in however starting in the late months of the '''year 28''' they started to change this. Important members from each tribe went around to each other's schools to help teach and inform the students there about their culture and jobs that would be available there. This actually kicked off an exchange student system where different tribes would swap around students to both learn about their culture but also to get more workers. The fruits of these trades were great and every industry from agriculture to textile to naval to even the military grew in both workers and profit. The '''Khadans''' had lost a lot when their empire fell but they were able to turn it around in the shortest time humanly possible as when the '''year 20''' came to a close they had surpassed the economy of the '''Anjyarr Empire'''.  &lt;br /&gt;
&lt;br /&gt;
Each tribe had actually seen a large jump in their personal infrastructure along with the infrastructure of the tribe they were joint to, due to the good profit made from this the combining of tribes was celebrated as the best possible decision. While the school reform was going on there was also a sort of '''Khadan''' cultural revolution occurring with the development of both their language and naming conventions. Life amongst the Khadans had improved and their religion '''&amp;quot;The Path&amp;quot;''' was just about to have a major event go down. A priest born in '''New Vemez''' but who mainly teaches in '''Zenfey''' gained fame by not only providing food to the local population for free, but also because he had helped in the improvement of education. This man was widely loved throughout the '''Khadan''' people and they all looked to him for help when it came to their spirituality. Decades after he started as a lower ranked priest he had been to every tribe and met thousands of people to provide wisdom and his peaceful aura. The '''Khadan''' people had entrusted him with their worries when it came to things such as death as he had a different way of explaining the core values of '''“The Path”''' which had made his words more diverse. &lt;br /&gt;
=== '''Daybreak of the New Era (1 A.F.S - 30 A.F.S)''' ===&lt;br /&gt;
As one year faded into another, the '''Khadan''' people decided to take his teachings to heart and develop on what he said. This marked the start of a completely different time as this was going to be where the '''Khadans''' grew and developed to their highest extent. The people once fleeing from a warstruck country now had tamed a desert and had taken control over their lives. They had reached higher levels then expected of a tribal desert people due to their love and respect for eachother. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the increase of education the history of them started to get shared more, and many wondered about their home land and what was there. The issue they ran into was that they did not know the directions back there and hence could not return. So since they could not go backwards they went forwards into the stars. The '''Khadans''' had developed a telescope and started using it to look in the sky during the day, which did not bear much success for anything. However at night time they were finally able to see the small dots of light as if they were standing near it. They saw bright glowing greens, blues, and yellows which seem to be the aura of these giant spherical objects in the night sky. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Hinterlanders&amp;diff=6212</id>
		<title>Hinterlanders</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Hinterlanders&amp;diff=6212"/>
		<updated>2024-06-23T23:12:12Z</updated>

		<summary type="html">&lt;p&gt;Maple: fixed the height convertion from meters to feet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = HinterlandersAI.jpg&lt;br /&gt;
|Name = Hinterlanders&lt;br /&gt;
|Pronunciation = Hin-ter-lun-dair&lt;br /&gt;
|Classification = Human&lt;br /&gt;
|Nicknames = Highlanders, Nordlanders&lt;br /&gt;
|Languages = Common, Hintish&lt;br /&gt;
|Average Height = 1.68m - 1.80m (5'6&amp;quot; - 5'11&amp;quot;)&lt;br /&gt;
|Average Weight = 65kg - 92kg (143lbs - 203lbs)&lt;br /&gt;
|Maximum Age = ~80 Years Old&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +2&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +1&lt;br /&gt;
}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Humanity can be traced down throughout all corners of Eseron, each grouping of them existing on a spectrum of subraces on which Hinterlanders are by far the most numerous, for Hinterlanders are not exactly one subrace like their Attian and Khadan kin, but rather a collection of smaller tribes and cultures mashed together under a big umbrella called Hinterlanders. One way to sort out the Hinterlanders is to divide them between northern and southern Hinterlanders. &lt;br /&gt;
&lt;br /&gt;
'''Northern Hinterlanders''' live in the rugged spell-haunted regions in and around Magna Attia. They are the natives of the land and free peoples that resisted the [[Attian Humans|Attian]] conquests. These people are hardened warriors from the kingdoms of the frozen plains where they despite all odds have carved out their own space among the many eldritch horrors, undead hordes, and hags who dominate the forests with their wicked spawns. Northern Hinterlanders unlike many other civilized realms have never cast out many of their tribal traditions and beliefs, of which an example is the primary religion among Northern Hinterlanders called “[[The Circle of Hags]].” A tribe-to-tribe varying religion where the hags, witches, and truth sayers of the northern frozen woodlands are called to the towns, villages, and cities to gaze at the stars every full moon to interpret the will and prophecies of the Pantheon of the Savage Hunt, the Gods of the Circle of Hags religion. The people of the north gather in Tzardoms and pillager tribes along the coast who terrorize the southern Attians and Hinterlanders constantly.&lt;br /&gt;
&lt;br /&gt;
To many outsiders, the northerners are seen as harsh and unapproachable folk who seem to be mostly isolated in their own world away from others. Though mostly true, the northern people have traditionally made great allies to the Denur Kingdoms of the far north who provide the northern realms with technology and tools to withstand the conditions they find themselves in.&lt;br /&gt;
&lt;br /&gt;
'''Southern Hinterlanders''' are the polar opposite people to their northern counterparts who mostly reside around coastal regions around the west side of the Spine of Eden surrounding the Al’Hadar Deep in large free cities and other maritime merchant hubs that connect to one another in many trade leagues and organizations. They are a far more open-minded people than other humans who traverse the waters that separate the Empires of the north and the southern Sultanate through trade and a rich cultural exchange. They lack a strong sense of identity and national unity but make up for that through their extremely adaptable nature, making them easy to have around and even easier to integrate. It is not uncommon to find Southern Hinterlanders in many shapes and forms around the Al’Hadar deep. The most prominent group among these are the ones that live close to or inside the Hadrian Imperial lands and speak an accent similar to the Attian one called South-Hintish, just Hintish, or in some rare instances, East-Attian. These people trace their lineage back to the many republics and small nation-states the Southern Hinterlanders have created throughout history.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|''&amp;quot;I don't know how they do it, genuinely. Why would anyone want to live their life in this barren wasteland up north? Eternally struggling and fighting off the many horrors that such a place throws at the common man. Ridiculous. I wouldn't do it, but you got to respect their spirit for trying. But you would find me sitting in a Southern Hintish tavern enjoying an exotic drink earlier.&amp;quot;'''''- An [[Attian Humans|Attian]] Hunter living along the Northern border of [[The Hadrian Empire]]'''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
'''Physical Traits'''&lt;br /&gt;
[[File:NorthHintWoman.png|thumb|An example of a Northern Hintish woman.]]&lt;br /&gt;
Hinterlanders are quite diverse-looking people due to the nature of their people as an umbrella name for many smaller tribes and peoples spread all over the continent. When taking an average in terms of height they end up somewhere between their Attian and Khadan bredren, standing at around 1.68m - 1.80m (5'5&amp;quot; - 5'9&amp;quot;) for males with a small downward trend for females. Hintish skin tones vary enormously from place to place, almost all Northerners trend towards pale skin tones, and the Southerners are far more pigmented and in many cases come close to the Khadan when found south of the Al’Hadar Deep due to racial mingling between the two.&lt;br /&gt;
&lt;br /&gt;
Across the board, Hinterlanders have a wide spectrum of eye colors ranging from shades of brown and grey to in some rare instances blue or green, though that is mostly seen in the north. Northern Hinterlanders often grow their beards and hair long to act as an additional barrier against the unforgiving climate which is quite the opposite to the south where most Hinterlanders enjoy a clean-shaven or short bearded look with kept hair over the rugged styles of the north and see it as a simple indicator of a civilized people when the face is well maintained. &lt;br /&gt;
&lt;br /&gt;
'''Apparel:'''&lt;br /&gt;
&lt;br /&gt;
Southern Hinterlanders as a race hold no definitive style in the choice of apparel, usually simply adapting to the regional culture. Northerners on the other hand are way more defined, often tightly packed in many layers of warm clothes made of animal skins to keep themselves protected against the cold. Most men and women when out and about are seen wearing big bear fur hats.&lt;br /&gt;
[[File:Southern Hinterbro.jpg|thumb|An example of a Southern Hintish man.]]&lt;br /&gt;
[[File:Hinterskin.png|none|thumb|467x467px|A guide to typical Hintish Skin Colors.]]&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
The many people under the Hintish umbrella naturally come with a wide variety of languages. All of them speak the common tongue of course, yet there are many different little speech pattern differences that make each Hinterlander group stand out in its own right with many different blends of words and titles sprinkled throughout their sentences. The two most spoken languages among Hinterlanders are “'''Govorya'''” in the north and “'''South-Hintish'''” in the south. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Govorya: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Govorya&lt;br /&gt;
!Common&lt;br /&gt;
!Govorya&lt;br /&gt;
!Common&lt;br /&gt;
!Govorya&lt;br /&gt;
! Common&lt;br /&gt;
|-&lt;br /&gt;
|Tevrit&lt;br /&gt;
|Greetings&lt;br /&gt;
|Elfai(a) &lt;br /&gt;
|Elf / Elves &lt;br /&gt;
|Czar&lt;br /&gt;
| Tzar&lt;br /&gt;
|-&lt;br /&gt;
|Tevasti&lt;br /&gt;
|Farewell&lt;br /&gt;
|Bal-Elfai&lt;br /&gt;
|High Elf&lt;br /&gt;
|Czarina&lt;br /&gt;
|Tzarina &lt;br /&gt;
|-&lt;br /&gt;
|Sobrat(a)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Med-Elfai&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Printz&lt;br /&gt;
|Prince(ss)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;15&amp;quot; |&lt;br /&gt;
|Tam-Elfai &lt;br /&gt;
|Dark Elf&lt;br /&gt;
|Printzess &lt;br /&gt;
| Duke/Duchess &lt;br /&gt;
|-&lt;br /&gt;
|Dezkya &lt;br /&gt;
|Denur&lt;br /&gt;
| Kroonprints&lt;br /&gt;
|Crown Prince &lt;br /&gt;
|-&lt;br /&gt;
| Mesk(a)&lt;br /&gt;
|Human(s) &lt;br /&gt;
|Krahv(ina)&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Orkai(a)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|Boyar &lt;br /&gt;
| Lord&lt;br /&gt;
|-&lt;br /&gt;
|Tevlin(a)&lt;br /&gt;
|Tiefling(s)&lt;br /&gt;
|Boyarina&lt;br /&gt;
|Lady&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;10&amp;quot; |&lt;br /&gt;
|Ratska&lt;br /&gt;
|Knight&lt;br /&gt;
|-&lt;br /&gt;
|Prastanya&lt;br /&gt;
| Clergyman &lt;br /&gt;
|-&lt;br /&gt;
|Sventa&lt;br /&gt;
| Priest / Preacher &lt;br /&gt;
|-&lt;br /&gt;
|Mova&lt;br /&gt;
|Mother&lt;br /&gt;
|-&lt;br /&gt;
| Tava&lt;br /&gt;
|Father&lt;br /&gt;
|-&lt;br /&gt;
|Vedma&lt;br /&gt;
|Hag&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words &lt;br /&gt;
|-&lt;br /&gt;
|Oblast &lt;br /&gt;
|Province&lt;br /&gt;
|-&lt;br /&gt;
|Koldovya&lt;br /&gt;
|Witchcraft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |South-Hintish: Quick Guide&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt; &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!South-Hintish&lt;br /&gt;
!Common&lt;br /&gt;
!South-Hintish&lt;br /&gt;
!Common&lt;br /&gt;
!South-Hintish&lt;br /&gt;
! Common&lt;br /&gt;
|-&lt;br /&gt;
|Gegroet&lt;br /&gt;
|Greetings&lt;br /&gt;
|Elf &lt;br /&gt;
|Elf &lt;br /&gt;
|Koning&lt;br /&gt;
| King&lt;br /&gt;
|-&lt;br /&gt;
|Salut&lt;br /&gt;
|Farewell&lt;br /&gt;
|Hoge Elf&lt;br /&gt;
|High Elf&lt;br /&gt;
|Koningin&lt;br /&gt;
|Queen &lt;br /&gt;
|-&lt;br /&gt;
|Vriend(en)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|Woud Elf&lt;br /&gt;
|Wood Elf&lt;br /&gt;
|Prins(es)&lt;br /&gt;
|Prince(ss)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;16&amp;quot; |&lt;br /&gt;
|Duistere Elf &lt;br /&gt;
|Dark Elf&lt;br /&gt;
|Hertog(in) &lt;br /&gt;
| Duke/Duchess &lt;br /&gt;
|-&lt;br /&gt;
|Dwerg &lt;br /&gt;
|Denur&lt;br /&gt;
| Kroonprins&lt;br /&gt;
|Crown Prince &lt;br /&gt;
|-&lt;br /&gt;
| Mens(en)&lt;br /&gt;
|Human(s) &lt;br /&gt;
|Graaf / Gravin&lt;br /&gt;
|Count(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Urk(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|Heer &lt;br /&gt;
| Lord&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|Tiefling&lt;br /&gt;
|Dame&lt;br /&gt;
|Lady&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;11&amp;quot; |&lt;br /&gt;
|Adel&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Edelman&lt;br /&gt;
| Nobleman &lt;br /&gt;
|-&lt;br /&gt;
|Edelvrouw&lt;br /&gt;
| Noblewoman &lt;br /&gt;
|-&lt;br /&gt;
|Ridder&lt;br /&gt;
|Knight&lt;br /&gt;
|-&lt;br /&gt;
| Priester&lt;br /&gt;
|Clergyman&lt;br /&gt;
|-&lt;br /&gt;
|Zuster&lt;br /&gt;
|Sister/Nun&lt;br /&gt;
|-&lt;br /&gt;
|Broeder &lt;br /&gt;
|Brother/Monk&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Commonly Used Words &lt;br /&gt;
|-&lt;br /&gt;
|Stadsraad&lt;br /&gt;
|City council&lt;br /&gt;
|-&lt;br /&gt;
| Handel&lt;br /&gt;
|Trade&lt;br /&gt;
|-&lt;br /&gt;
|Gewest&lt;br /&gt;
|Region&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
Much like their Attian and Khadan kin, Hinterlanders from both the north and south put great importance on their given family names which have passed down from generation to generation through the years. Southern Hintish family names follow similar patterns to those of Attians due to the years-long process of integration they went through since the Attian conquests. This means that for example, Southern Hintish families usually have a surname that signifies the family’s trade around the time the name was taken on, or for example the family’s birthplace or region by the time the name was taken on. Examples of those would be ''Leerman, (leatherworker), de Boer (farmer), van Dam (from the dam),'' and so forth.&lt;br /&gt;
&lt;br /&gt;
Northern Hintish people work rather differently in that regard, having taken on a thing or two of their Denur allies whom they mingled with for many years now. The only name a child is given at birth is their first name, given to them by the child’s parents. These are often names of grandparents or other noteworthy figures from the bloodline. Examples of northern first names are, ''Aleksandr, Aleksandra (F), Anton, Borodin, Igyor, Olaf, Oleg, Mishka (F), Svetlana (F), Nicolai, Novgo, Yuri, Vejena (F), Ivana (F).'' Northern family names are only given when a child or other lone nameless northerner enters a clan, after which they take on that name as their surname. A system directly taken from their Denur allies. Examples of Northern Clan names are, ''Taalov, Novgrodi, Volkov, Yozhin, Vasyl, Azarov, Dubov, Golovich,'' and so forth.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
Nations and cultures in which Hinterlander Humans are present.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
![[File:HadrianCulture.jpg|frameless|200x200px]]&lt;br /&gt;
![[The Hadrian Empire]]&lt;br /&gt;
|The Hadrian Empire, often referred to as simply ‘the Empire’, is the far-stretching country west of Eden’s Spine. A land inhabited mainly by the dutiful folk that are the [[Attian Humans|Attian humans]], one can see the many fields that cover the landscape being toiled by its hard-working citizens. Its cities are often bustling with life, places where trade, commerce, and politics take the main stage. The Hadrian way of life is deeply rooted in tradition and is often relatively simple, mainly because of this the Hadrians are known for their versatility and perseverance through hardship. The civil wars that have plagued the country in the past have left their scars, yet it seems Hadrians always find their way back, dedicating such feats to their deity; Alder. Within the Empire, the political and the martial often go hand in hand, with a large focus on retaining order and stability through military force. Within the Empire, it is not uncommon to see commoners rise through the ranks, oftentimes talented men and women are recognised and get the chance to prove themselves useful to their nation in places such as the army or civil offices. A land full of chance, and one of recognition, with its Kaiser at the helm.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World View ==&lt;br /&gt;
General Hinterlander Human opinions on the other races of Eden.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! [[File:AttianMale1.jpg|frameless|200x200px]] &lt;br /&gt;
!On Attians…&lt;br /&gt;
|'''Slightly Negative'''&lt;br /&gt;
''“We look alike, we drink alike, but we will never be the same. They made sure of that. When they come by all they wish to do is regulate every facet of our lives. Tell us how to live and act. What do they know of our people? Though in the end, they need us as much as we need them.”''&lt;br /&gt;
*Tijn Peters, A blacksmith of Bergwald.&lt;br /&gt;
|-&lt;br /&gt;
![[File:KhadanAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On the Khadan…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
''“The South folk! I have never seen so many bright colors! I once saw a huge gray beast prance about our village. The size of it was unimaginable! An elephant is what they called it. One of them gave me a toy in its image made of hardened sand.”''&lt;br /&gt;
*Eva Horn, a farmer’s daughter in Löwenmark.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On High Elves…&lt;br /&gt;
|'''Negative'''&lt;br /&gt;
''“Don’t even mention those knife-eared bastards around me! We thought they were our friends but alas, Elves being elves, they stabbed us in the back when it was convenient for them and we outlived our usefulness for their so-called righteous cause to save the world or something like that! They can say what they like but trust me when I say this, Never trust an elf!”''&lt;br /&gt;
*Gregory Valdir, a mercenary from the Northern Hinterlands.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Wood Elves…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“They wander the east mostly, however, don’t bring too much to the table. There are not many riches to be sought in their twigs and branches, nor do they ever offer anything to sell. A greedy people, even if they have anything of value, we’ll never find out.”''&lt;br /&gt;
*Oleg Azarov, a northern merchant who regularly visits the elven glade.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DelfAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Dark Elves…&lt;br /&gt;
|'''Slightly Positive'''&lt;br /&gt;
''“Dark Elves? Who? Oooooh- you mean the grey ones from the south? Yes yes, I have seen those. Scary religious folks but generally are trustworthy when they travel away from their homes seeking employment. But other than that I have yet to see any use for them. ”''&lt;br /&gt;
*Yuri Dazhev, Northern Hintish Raevendrecht veteran soldier.&lt;br /&gt;
|-&lt;br /&gt;
![[File:DenurAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Denur…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
''“The Denur have been our greatest allies since the dawn of our people. When the Attians overreached, they stood strong beside us. A most honorable folk that will always hold my respect.”''&lt;br /&gt;
*Vladislav Yeltzin, Northern Huntmaster.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HalflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Halflings…&lt;br /&gt;
|'''Positive'''&lt;br /&gt;
''“I don’t see many of them up here. They seem to be nice and handy folks. I once had one coming by my farm selling me the finest Anjyarri golden trinkets. I wonder how those little bastards collect so many riches for their seeming irrelevance on the world stage.”''&lt;br /&gt;
*Dmitri Yankovich, Northern farmer.&lt;br /&gt;
|-&lt;br /&gt;
![[File:OrcAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Orcs…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“Whenever I see an orc, I run the other way. They bring nothing but misery to my people. But there is one thing I would love to try… I heard that if you say their name to them out loud, they explode in green bubbles and flame! Doesn’t that sound hilarious?”''&lt;br /&gt;
*Tasha Stradov, Northern Warrior.&lt;br /&gt;
|-&lt;br /&gt;
![[File:GoblinAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Goblins…&lt;br /&gt;
|'''Very Negative'''&lt;br /&gt;
''“A what..? Right, small orcs and such. Never seen em before. Sounds like  the stuff of a fairy tale, as if Orcs wouldn’t have eaten them the moment they spawned on Erseron.”''&lt;br /&gt;
*Katharin Jovanovic, Northern Bard.&lt;br /&gt;
|-&lt;br /&gt;
![[File:TieflingAI.jpg|frameless|200x200px]]&lt;br /&gt;
!On Tieflings…&lt;br /&gt;
|'''Neutral'''&lt;br /&gt;
''“Ah the horned ones, fumed with some deviant fire they are. When I stood up to debate taxes with one of ‘em in our main hall I nearly thought he was hitting on me?! I guess that's why they never got their own domain, too distracted with magic and chasing each other with devious means”''&lt;br /&gt;
*Jan Janson, Southern Hintish pyromancer.&lt;br /&gt;
|}&lt;br /&gt;
== Character Traits ==&lt;br /&gt;
Upon creation of a Hinterlander Human character, you can pick two of the following traits for your character to reflect their background.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Racial Traits - Hinterlander Humans&lt;br /&gt;
|-&lt;br /&gt;
!Adaptive&lt;br /&gt;
|Thrice per battle, players with this trait may choose a stat modifier of their choice when rolling for any action during their turn.&lt;br /&gt;
|-&lt;br /&gt;
!Abnormally Tall&lt;br /&gt;
|Players with this trait are considered LARGE creatures instead of MEDIUM.&lt;br /&gt;
|-&lt;br /&gt;
!Sea Legs&lt;br /&gt;
|Players with this trait have a speed bonus on the ocean when in a boat and can hold their breath for double the amount of time.&lt;br /&gt;
|-&lt;br /&gt;
!Knowledgeable&lt;br /&gt;
|Players with this trait get two extra lvl 1 spell slots and one extra lvl 2 spell slot.&lt;br /&gt;
|-&lt;br /&gt;
!Hintish Heritage&lt;br /&gt;
|Players with this trait harvest double the meat and crops from their farms/animals due to their farmer's background.&lt;br /&gt;
|-&lt;br /&gt;
!Arcane initiate&lt;br /&gt;
|Players with this trait know the &amp;quot;Windblast&amp;quot; spell without needing to be a spellcaster&lt;br /&gt;
|-&lt;br /&gt;
!Packmule&lt;br /&gt;
|Players with this trait have a maximum weight cap of +20&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Old_Tieflings&amp;diff=6211</id>
		<title>Old Tieflings</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Old_Tieflings&amp;diff=6211"/>
		<updated>2024-06-23T23:09:43Z</updated>

		<summary type="html">&lt;p&gt;Maple: fixed the height convertion from meters to feet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = TieflingAI.jpg&lt;br /&gt;
|Name = Tieflings&lt;br /&gt;
|Pronunciation = Tief-ling&lt;br /&gt;
|Classification = Tiefling&lt;br /&gt;
|Nicknames = Devenir, Tieflinere&lt;br /&gt;
|Languages = Common, Notre Voix&lt;br /&gt;
|Average Height = 1.52m - 1.71m (5'0&amp;quot; - 5'7&amp;quot;)&lt;br /&gt;
|Average Weight = 52kg - 68kg (115lbs - 150lbs)&lt;br /&gt;
|Maximum Age = ~130 Years Old&lt;br /&gt;
|STR = +1&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +3&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
The Devenir is a pale race that loves to adorn themselves with bright colors, paints, and jewelry, even going as far as to embed patterns of metals into their skin. Many of them dye their hair and paint their skin with colored mud and glittery makeup to cover up their ashen white or light gray skin. Tieflings are a unique bestial race. They have ivory or black horns that can be grown in the style of short deer antlers, ram horns, or even the back-bent horns similar to the common eland antelope. They have deer-like legs and hooves, though they have forward-facing knees like humans. Tieflings even have a small cervine tail to match. They also tend to have longer canines and pointed ears similar to the Elves, though not nearly as long.&lt;br /&gt;
&lt;br /&gt;
Hair and eyes vary between bloodlines since such fixed things are often bred into children when one can't get them themselves. Bloodlines are often known for these &amp;quot;bred-in&amp;quot; traits, such as natural stark red hair or bright blue eyes. Their natural eye colors are very similar to humans, though the colors are often deeper. It is common to have bright emerald greens, deep chocolate browns, or stormy blue-gray hazels. They also tend to have blond/cream to brown hair, though their blonds aren't nearly as stark as the High Elves. Tieflings also share Elven's difficulty growing facial hair, and curly hair is rather uncommon. Most Tieflings are also covered in short fur-like hair near their tails, which matches the color of their head hair. &lt;br /&gt;
&lt;br /&gt;
Most Tieflings fall in love with appearance and one's colors rather than personality. They are very look-oriented people and often try to palette-match their partners. &amp;quot;Do your blues look good with my greens? How long can I stand to look at that obnoxious yellow you love?&amp;quot; It is often said that the self is a blank slate, and it is up to the individual to paint it. Some Tieflings even worship this idea of the &amp;quot;blank slate&amp;quot; and wish to remain colorless. Beauty and class standards are often synonymous with how many colors one has or how many ones can show. The rich hoard colorful things, clothes, and jewelry but often display what they can't wear in their homes. For most people, to be beautiful is to have and show off many beautiful things. A lot of pressure is put on the Tieflings to have bright, colorful clothes. They must paint themselves well instead of elaborating and covering themselves with precious metals and stones.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
Tieflings most commonly can be seen speaking the common tongue all across of eden. However, there are those that still have the dialect of Notre Voix which used to be a language spoken by many Tieflings which hails from their once homeland. Now only words remain mixed in with the general common tongue. &lt;br /&gt;
&lt;br /&gt;
'''Often used ancient Tiefling words that found their way into common speech:'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Notre Voix&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Bonjour&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Au revoir&lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Ami(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Elfe&lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Haut&lt;br /&gt;
|High Elf/Pure Elf&lt;br /&gt;
|-&lt;br /&gt;
|Boisé&lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|-&lt;br /&gt;
|Sombre&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|-&lt;br /&gt;
|Rocheux&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Humain&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Vert(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|Denevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Celebrations and Holidays&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Since the fall of Nous, many of the tieflings no longer practice their predominant culture that was once part of Nous. Instead, they practice the culture of the nation they reside in &lt;br /&gt;
&lt;br /&gt;
Some of the holidays they previously practiced were:&lt;br /&gt;
&lt;br /&gt;
* '''Fire Festival'''&lt;br /&gt;
:: Typically, at the start of Summer, the Fire Festival celebrates the coming hot season through bonfires, burning wishes (and therefore granting them), smoking fortunes (to see how the season will go), gambling tournaments, and fire dances.&lt;br /&gt;
&lt;br /&gt;
* '''Color Festival/Turning of the Leaves'''&lt;br /&gt;
:: This festival is at the start of the First Autumn, and it is to celebrate and show appreciation towards the colors of Autumn. This day holds painting competitions, art booths, paint and dye-making workshops, fashion and design shows, as well as, of course, song and food. When the Color Festival ends, the first trading season is to begin.&lt;br /&gt;
&lt;br /&gt;
* '''The Giving of Belle'''&lt;br /&gt;
:: This is a day to gather all the trinkets picked up on the road, organize them, sell unwanted things, and give gifts to your loved ones. It, too, is celebrated with a feast and a &amp;quot;raising of spirits,&amp;quot; which is a toast to life and love. Each person celebrating is to raise their glass and gives a toast based on what they are thankful for and something they have learned this year. &lt;br /&gt;
&lt;br /&gt;
* '''Flower Festival'''&lt;br /&gt;
:: The Flower Festival is exactly what it sounds like! Flowers are collected from gardens and the surrounding area and displayed in extravagant displays. A flower parade through town shows off these displays, baking competitions, community gardening, and, of course, another feast. When the day is done, people can take the leftover flowers for use in dye and paint making or to dry and reuse next season. It is also to celebrate the last season of the year.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Expression and Art&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Common artworks are paintings, large-scale murals, pottery, and small sculptures. Paintings are often abstract, focusing on certain colors to convey the actual subject of the picture (such as having an abstract painting with many blues and greens to convey the sea and land or wisdom and greed.) Pots are made from colored clays and are often used in worship and ceremonies rather than simple decoration. Small sculptures are made of cheap, soft materials that most people have access to, such as soapstone, wood, and clay. It is rare to find metal or glass sculptures simply because most Tieflings don't have the tools to do such, and sculptures are rarely large since they have to be easy to move. &lt;br /&gt;
&lt;br /&gt;
Dance and song are other common forms of self-expression and are often incorporated into plays and stories to give them more depth and complexity. Using song and music to paint scenes is common, with dance used to portray characters and the internal self. &lt;br /&gt;
&lt;br /&gt;
Tieflings are rather fond of string instruments such as lutes and harps. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Food and Table manners&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Devenir isn't so complicated when it comes to food. They love spices of any kind and prefer dishes with many parts. Simple chicken on rice can be turned into a Deveniresque dish by marinating the chicken, baking it in a blend of five spices, serving it with white rice, and covered in some sweet sauce. There aren't many set preferences for taste— the Devenir not only love to explore the world, but they also love to explore food. Anything from salty to sour to savory, just as long as it's never bland.&lt;br /&gt;
&lt;br /&gt;
In table manners, they don't have many standards, though some would say their standards are opposed to the norm. The Tieflings are a very social race and represent that in their dinner etiquette. If you're dining at a bar or at home, part of the standard is to be loud. Slurping up your noodles and burping after a beer might be considered distasteful, but to a Tiefling chef, it is the highest praise. If you're eating around others, it's customary to talk to them, especially about the dish. What's good about it? What's bad about it? A Tiefling restaurant is a loud place. Telling one of your guests to &amp;quot;mind their manners&amp;quot; or &amp;quot;quiet down&amp;quot; is extremely rude. Let the people enjoy their dinner and their company. &lt;br /&gt;
&lt;br /&gt;
One of the few &amp;quot;no-nos&amp;quot; of dining is not using a napkin. Clean dining is supreme dining, as it's said. While they might be boisterous, spilling a drink is always a sin, especially on oneself or another person. Ruining someone's clothes is such an offense that it can get a patron banned from a bar or household. Even accidentally dipping a sleeve in one's meal is a reason for embarrassment. It's a waste of wonderful food and a stain on a perfectly beautiful outfit. &lt;br /&gt;
&lt;br /&gt;
Something that isn't necessarily held up at home but is expected within courts or restaurants is that one must finish their entire meal or risk deeply upsetting the chef. Yes, even if it's bad.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Religion&amp;lt;/u&amp;gt; ===&lt;br /&gt;
From the beginning, the Tieflings have believed in the Nature, spirits, and grounds that surrounded their home or settlement that they reside in. Tieflings are strongly aware of the natural world and see the power of the spirits in the ongoing cycle of life and death.&lt;br /&gt;
&lt;br /&gt;
They believe that the cycles of life and death are the center of everything in the world.&lt;br /&gt;
&lt;br /&gt;
This was the case before the fall of Nous, During the current times, Tieflings are either very dedicated to what their Ancestors believed, or They adopt the predominant religion of the nation they reside in &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance and Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
==== Courting ====&lt;br /&gt;
Courting for a Tiefling is similar to that of a bird. They dance, sing, and bring shiny or colorful gifts to the ones they wish to woo. Some might even change their entire color scheme or wardrobe to match a potential partner better. Most Tieflings are not drawn to wealth but to how unique something may be. Piles of gold jewelry are nothing compared to one opal necklace. &lt;br /&gt;
&lt;br /&gt;
Courtship dances often include using ribbon or many layers of light, flowy cloth to adorn the dancer to enhance the show. Most dances are close to ballet or strange contemporary dance. Most flashy dances with flowy movements are preferred. &lt;br /&gt;
&lt;br /&gt;
==== Marriage/Binding ====&lt;br /&gt;
The ceremony of &amp;quot;Binding&amp;quot; is a week-long endeavor, like most major celebrations. The pairing (or all the parties in a polygamous binding) will then commune with their major spirits to see if the pairing is acceptable. Pairings such as fire and water are difficult but fruitful, and pairings such as earth and air are calm but boring. This communion is a way to see how simple or complicated the partnership will be. &lt;br /&gt;
&lt;br /&gt;
Then the pair collect the gifts they received from one another and explain the meaning of each one. This is something similar to human vows. Each item is a part of their relationship and should represent something valuable to the person and the pair.&lt;br /&gt;
&lt;br /&gt;
It is customary to take two sheets of cloth colored to represent each person in the pairing and cut them up. The pair then sew the cloth in patterns that come naturally to the pairing and then display that in their home. &lt;br /&gt;
&lt;br /&gt;
Each person that celebrates with them is to bring the newly bound people a gift. It doesn't matter what it is, as long as it's heartfelt. A flower plucked from your garden is just as valued as a new sailing vessel, even though one has more monetary worth than the other. &lt;br /&gt;
&lt;br /&gt;
It is also expected that during this week of feasting and partying, the couple creates a work of art together and displays it separately from the bound cloth. Whatever the couple makes is up to them, whether that be a dance, statue, painting, or poem. &lt;br /&gt;
&lt;br /&gt;
If these pairs ever wish to be &amp;quot;unbound,&amp;quot; they must destroy everything they have made together. This includes the cloth they sewed together during their binding, the art they made, and anything else they've created together (excluding living things such as plants and children.) The couple will be unbound only when the last thing is torn apart, broken, or burned. &lt;br /&gt;
&lt;br /&gt;
A red flag for most Tiefling marriages is when one partner is unwilling to share or create things with their partner. It is assumed then that they are unwilling to commit to the marriage and commit to this bonded way of life. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life and Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Tieflings live up to age 130 and age more slowly than their human neighbors. &lt;br /&gt;
&lt;br /&gt;
Tieflings go into puberty at age 18 and become adults at 30, from which point on they are fertile. &lt;br /&gt;
&lt;br /&gt;
Despite being able to live up to 130 years, female Tieflings begin losing fertility at around age 40, with males following a decade later, leaving a very small window open to have children.&lt;br /&gt;
&lt;br /&gt;
If a Tiefling manages to get pregnant, its small size and other biological factors make it difficult to deliver a baby to term and not die during childbirth. For this reason, infant mortality rates are high. However, the body attempts to balance this by having a shorter gestation period than most and prematurely giving birth. &lt;br /&gt;
&lt;br /&gt;
Most gestation periods last only five and a half months, much shorter than most other races. Since most babies are born prematurely, it is unlikely that a child's lungs will be fully developed, making Tieflings highly susceptible to respiratory diseases and more likely to develop breathing issues such as asthma. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death and Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Tieflings often accept death as a natural part of life and do not see it as a terrible loss. They believe that the people that have passed have met their maker and are safe and sound.&lt;br /&gt;
&lt;br /&gt;
Tieflings don't necessarily have funerals, but they have ways to honor their dead that might seem macabre and taboo to other cultures. They cut out one's horns, burn the bodies, and then shift through the ashes for the remaining bones. Bones and horns are often carved into figurines, instruments, and bowls or can be cast into the sea, buried, or burned a second time. Some families spread ashes around meaningful locations or keep a vial of ash for each family member. Considering your death and discussing how you want your remains to be treated in death is a common subject in life to be sure that you will not be disrespected.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Before the Fall of Nous ===&lt;br /&gt;
The Tieflings strived inside a ravine, making homes inside the caves and tents. There was a large nation known as Nous. This is where all the Tieflings lived their lives. No other race lived here because they were close to each other and would not include other races in their traditions. Nous was a colorful place with banners all around, the farm animals painted with paste to fit with the rest of the lands, and tents made from colorful silk and wool. They were a joyful race and would always be seen with a smile on their faces and love for one another. The love for trade and meeting new people was what they lived for, though they did not like them to stay too long. Mystique van Hugh was the man in charge of this nation, and he was a noble person with love for his people and their wellbeing.&lt;br /&gt;
&lt;br /&gt;
=== The Plague ===&lt;br /&gt;
The Tieflings were quite peaceful and lived their lives without bothering others. They got their food, drink, and resources to sustain themselves. Never be a part of any big meetings or wars against other nations because, in their eyes, no one was on their side. So why should they be on any others? All was well, and they were happy until one day, a sickness arose, and some children began getting sick to the point of dying. A few days later, the first cases rose. No petty sickness would pass in a few days or weeks. No, this sickness even was caught by the livestock inside Nous and would then kill off their major food supply, and even the wool would become scarce. This brought worry to Mystique van Hugh. This was a test for him to prove he could take control and do what was best for his people. After two years of struggle, he decided to take a small group of soldiers and citizens north to look for unknown lands, to find food or anything to help them.&lt;br /&gt;
&lt;br /&gt;
=== The Fall of Nous ===&lt;br /&gt;
Upon moving north, they were greeted by a massive forest with wildlife flowing inside. Many colors of mushrooms and berries would show the closer they got. So a decision was made to farm off as much food as they could carry. Morale was raised as they could make medicines from some herbs to help ease the pain of the rotting Plague. After many trips, they sent more and more people to help gather. They did a little scouting ahead because of how much in need they were. This was an ill move on their part. They began cutting trees for the wood to use on the fires and wooden huts to move from their primitive homes. After weeks of constant farming and scavenging, arrows shot through the forest and killed many Tieflings. Screaming was heard from all over the land. Blood ran through the forest with guts hung on the tree branches. This was a horrific day for the Tieflings, and once word got back to Mystique van Hugh, it was too late moments after large copper-skinned folk with pointy ears surrounded Nous and began their attack, killing as much as they could. Many Tieflings escaped the attack, wandering the lands. But those that were left, left behind a horrific scene, one from the bottom of the Void; the lands were colored in red, the fire was burning the tents, and these people were looting the home for all that the Tieflings had left. &lt;br /&gt;
&lt;br /&gt;
=== Present ===&lt;br /&gt;
After these events, the Tieflings are seen throughout Eden, living anywhere they can. They swore not to forget what had happened to them in this time in Nous, but in recent times the new generations are not taught their history, for it would scare the children into their lives. The Plague is now over and does not worry the people anymore. The place of Nous is overgrown with green and mushrooms, the most beautiful in Eden. The bodies that lay must have fed the soil and plants to create this place for remembrance and could still be visited to pay respects; some things still lay here that were there when Nous was still a striving settlement for the Tieflings. They will live where they can for now but aim to recreate their nation to show all others that they do not need any other race to survive.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* There is a legend among Tieflings that states that those who embrace a blue colour of skin may over time develop a sickly allergic reaction to the early sun rays of the Emerald Dusk. Why this is exactly is unclear, though many suspect it has something to do with the way the blue skin paint is produced. Not many believe this legend, yet occasionally a record is found detailing one of these legendary cases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Zadh_Nadrozz&amp;diff=5536</id>
		<title>Zadh Nadrozz</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Zadh_Nadrozz&amp;diff=5536"/>
		<updated>2024-01-23T19:54:49Z</updated>

		<summary type="html">&lt;p&gt;Maple: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|+The Faul Tide of Zadh Nadrozz&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[File:ZadhSquare.png|center|frameless|297x297px]]&lt;br /&gt;
|-&lt;br /&gt;
| '''Location'''&lt;br /&gt;
|Inside Mount TollSoll&lt;br /&gt;
|-&lt;br /&gt;
|'''Races'''&lt;br /&gt;
|[[Orcs]] &lt;br /&gt;
[[Goblins]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Primary Religions'''&lt;br /&gt;
|Azdugian and The everlasting party&lt;br /&gt;
|-&lt;br /&gt;
|'''Political System''' &lt;br /&gt;
|Tribal Council&lt;br /&gt;
|-&lt;br /&gt;
|'''Current Leader'''&lt;br /&gt;
|Rud Rib Amadeus&lt;br /&gt;
|-&lt;br /&gt;
| '''Council'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|'''preceded by'''&lt;br /&gt;
|[[File:Orc icon.png|alt=Zadh|24x24px]] [[The Domain of Zadh Nadrozz]]&lt;br /&gt;
|}&lt;br /&gt;
==Introduction==&lt;br /&gt;
From the darkest and solemn pits of Eden they came, bouldering with a barrage of shouts and an incredible array of violence. Thus all the nations of Eden shake at the shattering Green tide of a Foulskin host approaching. Orcs &amp;amp; Goblins , or Orkz and Gobboz as they refer to themselves are one of the oldest races that still roam Eden. Yet much of their history is unknown due to their barbarian ways. They are a very warlike and primitive race of strong bestial humanlike creatures that live scattered in tribal societies consolidating in the Derlowaki Savannah at the rite of their conquest, the mighty hold of Zadh-Nadrozz. Defining themselves as the armageddon of all civilisations to understand what is a Foulskinis to understand what is raw unlimited power. In contrast to their brute force Orcs are known to be dim witted but not less vindictive and cunning, preferring to make up their own perverse logic to cope with the difficult questions of life. Foulskins don’t know they’re right, they just think they are. The Foulskins are savage and brutish creatures that band together in warbands to spread their scourge to the lands of all races in Eden. Yet their aggressiveness towards other nations has seen their society wither down to a decentralized mess, for the nations of Eden have always sought to quickly band together at the threat of an Foulskin host. So it has only been since recent times that the Foulskins started consolidating again in their ancient hunting grounds.&lt;br /&gt;
&lt;br /&gt;
==Culture and society==&lt;br /&gt;
&lt;br /&gt;
===Structure of Orc society===&lt;br /&gt;
The Dominion of Zadh Nadrozz is home to the most warlike and brutal culture in the known world. It is home to the largest tribe in Eden, the Zaghorim,  and has a mixture of different Foulskins. The Orcs and Goblins are lead by the the strongest of Orcs; the Chieftain. He’s the commanding figure, whose got the final say in everything. However, the Chieftain is surrounded by his council of so-called Bloodbrothers; ‘wise’ Orcs and/or goblins, each one of them specialized in their own craft, who take command over the every-day tasks, such as taking care of the Farmlands, training new warriors and preaching The Green Flame. &lt;br /&gt;
&lt;br /&gt;
It is possible to challenge the Chieftain and take over the power. However, whoever thinks he is more fit to become the commanding figure of Zadh Nadrozz will have to fight through all of the Chieftain’s Bloodbrothers first, before he shall be considered worthy to take on the Chieftain himself.&lt;br /&gt;
&lt;br /&gt;
Besides the Chieftain and his Bloodbrothers, there is one more important figure in the Orc Society that should be noted. The so-called Arch Shaman, who has control over The Green Flame. Every Foulskin is considered to be a Lad, and thus all Foulskins are considered to be equals. The only way to climb in the hierarchical standings is by becoming part of the Bloodbrothers. However, to become a Bloodbrother, one must first become Blood Bound. To become Blood Bound is to reach Foulskin Adulthood. &lt;br /&gt;
&lt;br /&gt;
Children at the age of eight are separated from their families and brought up by the Blood Masters. The Blood Masters take these children to the most southern part of the savannah, where they are mostly trained in both combat and forging armor and tools. The training process is gruesome and merciless, and due to the harsh beliefs of the Foulskins, those who cannot survive the basic training are not worthy of living on.&lt;br /&gt;
After eight years of training, once a Foulskin has reached the age of sixteen, they will be put through a set of Trials, testing the ability of those who managed to survive the training years. These trials vary, as the  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|[[File:Orc Hierarchy.png|center|frameless|297x297px]]&lt;br /&gt;
|-&lt;br /&gt;
|A flowchart sketch of the Foulskins structure &lt;br /&gt;
of hierarchical standings.&lt;br /&gt;
&lt;br /&gt;
* '''''Boss -''''' ''Chieftain''&lt;br /&gt;
* '''''Big ‘Unz -''' Bloodbrothers''&lt;br /&gt;
* '''''Gitz -''''' ''Allies''&lt;br /&gt;
* '''''Ladz -''''' ''Inhabitants of Zadh Nadrozz''&lt;br /&gt;
* '''''Filth -''' Slaves''&lt;br /&gt;
|}&lt;br /&gt;
Shaman is told by Zodagh and Makbul what that year's Trials will contain. After surviving and beating the Trials, one will be considered to be Blood Bound; a fully grown Foulskin warrior. &lt;br /&gt;
&lt;br /&gt;
=== '''City life''' ===&lt;br /&gt;
Zadh Nadrozz, home of the Foulskins. Located inside the Spine of Eden, the hollow mountain has been turned into a fortress for the Foulskins to thrive in. If one dares to visit the Foulskins, one will be in for quite an imposing sight. &lt;br /&gt;
&lt;br /&gt;
Before entering the mountain, one will have to pass through a wooden barricade with watchtowers on both sides, one of which has cages strung up to it, where the skeletal remains of different kinds of creatures can be found. If the visitor is not scared away by this gruesome sight, they are to pass through a gigantic gate, made out of blackstone, adorned with wooden architecture depicting humanoid-like skulls.&lt;br /&gt;
&lt;br /&gt;
After passing through the gate, one will walk over a bridge, with filthy dark water underneath. The filthy water is used to power water wheels on either side of the bridge, though it is not known what the water wheels are supposed to power.  Above the bridge leading up to another smaller gate, another bridge-like barricade is used to monitor who enters and leaves the mountain, by patrolling Foulskins, armed with their mighty axes.&lt;br /&gt;
&lt;br /&gt;
After being allowed through the last gate, one will walk into the living area of the Foulskins; an immense hall, with a giant crater in the middle, filled with murky water, which seemingly got there through a system of pipes, leaving it to one's own imagination what kind of filth floats around at the bottom of the crater.  &lt;br /&gt;
&lt;br /&gt;
From the right side of the mountain, the sounds of forges being worked can be heard. This is where the Foulskins craft their weaponry, armor and tools. Though the clanking of iron is loud, it is not loud enough to drown out the occasional dragons roar, followed by the trembling and shaking of the entire mountain. &lt;br /&gt;
&lt;br /&gt;
On the left side of the entrance, one can hear the chants of warriors and the noise produced by weapons clashing coming from The infamous “Fighting Pit”. This pit is where the Foulskins train their young ones in hand-to-hand combat and the usage of multiple forms of weaponry, such as swords, axes and spears. Though if one comes closer to the pit, cries for help, forgiveness and mercy can be heard, for the ruthless Foulskins keep their prisoners in a dimly-lit prison, right next to the pit, effectively making it the best guarded prison in Eden, for the prisoners will always be surrounded by some of the most skilled warriors in Eden. &lt;br /&gt;
&lt;br /&gt;
While some visitors travel to Zadh Nadrozz to buy weaponry and armor from the forges and others aim to refine their skills in The Pit, most visitors have come for an activity that is in no way related to physical violence, for they have come to gamble in the grand ‘Kazino’. &lt;br /&gt;
&lt;br /&gt;
The casino is located on the north side of the cavern and it is safe to say that Zadh Nadrozz is the recreational heart of Eden, for it has a wide variety of forms of entertainment.  On ground level, you will find a bar and a dance floor, with a guarded counter where you can buy chips. Once you’ve bought chips, you will be shown the way to the higher floor, where you will find a wide array of gambling games, such as poker, blackjack, roulette and the more extreme version; Goblin roulette for those who are brave enough, and many more minigames. Though if one wants to relax after gambling, dancing and drinking this is most certainly possible as well. On the higher level, there is a swimming pool located on the east side. Upon entering the swimming area, you will first walk through one of two rooms that most definitely once were changing rooms, though they now resemble a place of prostitution and erotic dancing, performed by women and men that have been enslaved by the Foulskins. Though if you’re not interested in such a performance, you can pass on through and enter the swimming pool, where the water is at a surprisingly pleasant temperature, though it is unknown how the water is heated.&lt;br /&gt;
[[File:Orc Gate.png|thumb]]&lt;br /&gt;
=== Commerce and work ===&lt;br /&gt;
&lt;br /&gt;
==== Export ====&lt;br /&gt;
The workers in Zadh Nadrozz are quite skilled in their own profession. There are those who work the forges and craft weaponry, tools and armor, which can be bought by both the Foulskin inhabitants, but also any who dares enter the domain of the Foulskins, against a fair price. &lt;br /&gt;
&lt;br /&gt;
Besides working the forges, there are those who work on the farmland just outside of the mountain. The vegetables that are being cultivated consist of carrots, potatoes and sweet berries. Besides vegetables the farmers of Zadh Nadrozz also cultivate wheat. Besides goods and foods it is also possible to purchase a certain ''service'' from the Foulskins. It is also possible for a nation at war to buy the help of the fearsome Foulskin warriors, which they will gladly fight in, for the Foulskins love fighting and killing. Though it is also possible to purchase the services of the Foulskins if one needs help digging a hole, building a wall, gathering information… Whatever one might need help with, the Foulskins are more than happy to help, against a fair payment.&lt;br /&gt;
&lt;br /&gt;
==== Import ====&lt;br /&gt;
The only thing that the Foulskins are known to import is scrap iron, for they are always producing weaponry and tools.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
Orc Faith is bound to their warrior culture. Their religion is really seen as something apart, they’re Fanatics, but not zealots, they’re believers yet not pious. Orc religion exists on a very personal and individual level and does not require church meetings. Orcs religion is founded on the intrinsic connection of an Orc to their ancestors whose spirits live through in him or her. &lt;br /&gt;
&lt;br /&gt;
=== The Spirit Realm ===&lt;br /&gt;
The Orcs believe that the world that exists around them can only exist when it is seen, for when it is not seen nor experienced then the world can not exist. For instance if there’s an empty field with an apple tree in the middle of it. How would one know that the appletree is still there if no one is there to see it. Hence the Foulskins believe that the world of Eden is bound to a spirit world, Badzohg. Where spirits, Gruumzh, of the Foulskins ancestors roam free as to always perceive the world around them. &lt;br /&gt;
&lt;br /&gt;
They do not account for the spirits of other races, Graumh, as no other race can perceive Eden as Foulskins can, thus no other spirits can keep the world from existing but Foulskin spirits. However, the spirits of other folk can turn into evil spirits that seem to chip away at the Fabric of how Foulskins view the world and are thereby in a state of constant war against the Foulskin spirits in Badozgh. This bloody and warrior- like society that Foulskins incarnate is seen as the obligatory premise for the rite of passage to the Badzogh. This entry is guarded by the deities of the Foulskins, Zodagh and Makzub. These are the protectors of the Badzogh and were the first of the spirits to venture into Eden and manifest in what we know today as the first Orc and Goblin. &lt;br /&gt;
&lt;br /&gt;
Orcs believe that Zodagh and Makzub were the most powerful spirits in the Badzogh, for they had conquered all of the spirit realm combining their powers. Zodagh is the epitome of what an Orc should live up to. Zodagh is deviously vicious.  Makzub however, the epitome of Goblins is viciously devious. They complement each other in a brutal and cunning way. After Zodagh and Makzub conquered all the spirit realm the Graumh managed to escape to the realm now known as Eden and physically manifest in the true form of their spirits. The pathway to travel through Badzogh and Eden is believed to be fire. It was only when all the spirits had traveled to Eden that Zodagh and Makzub opened a Green Fire and created fierce and warlike creatures shaped after their own image; the first Orcs and the first Goblins to open the hunt against the escaped spirits in Eden. And this is the paradox that the Foulskins find themselves in, the more they murder in Eden, the more evil Graumh spirits return to the Badzogh to first their ancestors. But if the Foulskins don’t go about Eden murdering their way across the world then the Gruumzh will not receive any new warrior spirits to combat the challengers to the Badzogh. &lt;br /&gt;
&lt;br /&gt;
At the center of the Foulskin religion is the Green Flame itself, or Urneldash in Foultongue. This ancient magic portal is seen as the only way for Foulskin spirits to travel to the Badzogh. The Green Flame is conjured by the Arch-Shaman of Zadh-Nadrozz. This is an Orc or Goblin whom at birth was assigned with the Mark of Gnalurg. This mark is gifted to the child of the most ferocious warrior during the last Foultide. The child bearing this Mark will grow up hearing both the voices of Zodagh and Makzub guiding him or her. This will slowly chip away at their minds and every Arch-Shaman balances between sanity and the endless wisdoms granted to them by the spirit realm. &lt;br /&gt;
&lt;br /&gt;
Only the Arch-Shaman can conjure Green Fire and this is why the Shaman has such a pivotal place in Foulskin society.  It is also believed that one is capable of acquiring memories of their ancestors’ past lifes by inhaling the fumes of The Green Flame, albeit not without any risk.n Among the memories of the Past Ones also lies an imminent danger, in the form of traitorous spirits that’ll infiltrate the brain of a Foulskin, which will result in the Foulskin going crazy. The Shaman in turn forges in the Green fire a token. A token that belongs to the mightiest Foulskin in his time. This would be the Warlord, this token is the object that grants the Warlord neverending contact with the spirits of the ancestors to guide him to lead the Foultide. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
Since Orcs are an illiterate folk, relying mostly on the passing of history through generational information some of their history is clouded in mystery whilst other parts of their history have been exaggerated to make for an epic tale. The Foulskins mark their history by several great figures, the warlords. They united the Foulskins for Foultides across Eden, and thus are marked in Orc legends. Often a Foultide was eventually grinded down and or destroyed, these intermezzo periods are not accounted for by Orc storytelling for they are seen as periods of time unworthy and without pride. The fact that the Foulskins were send to Eden through the Urneldash after the Graumh is the explanation for their barbaric society. They had no time to establish and or ‘civilize’ as they were tasked by Zodagh and Makbul hunt down and return the Graumh to the Badzogh.&lt;br /&gt;
&lt;br /&gt;
=== '''Era of the Hunt''' ===&lt;br /&gt;
The Foulskins came into being after Zodagh and Makbul put them on Eden as representatives of the living Gruumzh. Due to the Foulskins being a generally illiterate society historians of other nations, mainly the Empire of Anjyarr have the most complete sources on Foulskin history. According to the scholar Gilad Sala warriors of the Ancient Anjyarr Empire were first set upon by a pack of Orcs and Goblins around the end of the Anjyarran Golden age (~350 B.F.S.). Sightings of disorganized packs of Foulskins running rampant across Eden became ever more frequent. &lt;br /&gt;
&lt;br /&gt;
After an expedition to find the source of this new menace to the east never returned, Gilad Sala concluded that the Foulskins must have originated from the Derwalaki Savannah in the near east. His book the Chronicles of Angrbád the Slayer of tribe Ranûsh wrote of the first Orc warchief that united the tribes nomading around this Savannah in a Foultide against the Empire of Anjyarr.  &lt;br /&gt;
&lt;br /&gt;
The Foulskins lived a very nomadic existence during these first ages. Settling their raiding camps wherever the war brought them. To succeed in his task of bringing back the Graumh to the Badzogh Angrbád claimed as his tokens the axe of Zodagh, Krabaath and the dagger of Makbul, Lugdush. His Foultide was remembered by the sacking of several Khadan burial sites and tombs and the legendary siege of the Anjyarran capital which was repulsed and caused the Foulskins to scatter. After the first Foultide fell apart and Angrbád was slain, Krabaath and Lugdush were lost to history, their whereabouts unknown to this day. Although the Foulskins still seek to retrieve these artifacts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== '''Era of Despair/Recent History''' ===&lt;br /&gt;
The presence of the demigods Gnavleec and Grannûsk caused a major issue for the Foulskins living in the 14th and 15th centuries. For they had, in all honesty, set the bar too high. The Foulskins believe that the wisdom and power of their ancestor spirit still guides them to victory on this very day. Having all this power and knowledge stack up through the ages would make the descendants of great and powerful Foulskins invisible, they figured. And huddled in this arrogance they were mistaken.   &lt;br /&gt;
&lt;br /&gt;
In the ages after Grannûsk many Foultides were gathered with the goal of being more succesful than Gnavleec and Grannûsk. However time and time again these Foultides were smashed by the civilizations that surrounded them. Their success limited the Green Flame dwindled. Newer generations of Foulskins grew thinner and tired of the decades of failures; the Ogres and Trolls left the Orcs and Goblins to fend for themselves. Then came the final blow, from somewhere nobody knows came the Rotting Plague to claim more lives than any Foultide ever could. It struck hard in the densely populated halls of Zadh-Nadrozz and the Orcs were hit hard by this invisible foe. At the end of the plague in 1511 the Warboss and all his Blood Brothers had been killed by the disease. The Orcs and Goblins were in total chaos. They’re numbers were few, their forces scattered and had no one to lead them. They then turned to a leader who promised them success in the form of civilization. &lt;br /&gt;
&lt;br /&gt;
This concept, foreign to Orcs &amp;amp; Goblins, was brought to them by the Orc Batul’arak. And so he rose to power trying to mirror the nations of Eden and surrounding himself in foreign concepts. His reign was weak however and most Foulskins wanted nothing to do with this new way of living. Batul’arak even banished those that actively seeked conflict in the honor of Zodagh and Makbul. This prompted one Gaerth da batl' 'Ardend, a cunning and strong Orc still caught up in the old ways to part from this new Orc society. Gearth sought to accomplish what Grannûsk had done so long ago by capturing Esgerath, for Gearth wanted to tame a dragon. &lt;br /&gt;
&lt;br /&gt;
Batul’arak wanted to fit in so badly with the civilizations of men and elves that he had promised to hand over all the conglomerated loot of all past foultides to some wandering elf wanting to raise a city for his own. This enraged Gaerth so severely that he temporarily set aside his goal of hunting a dragon and he returned to Zadh-Nadrozz with matties. Gaerth then challenged Batul’arak for leadership and because Batul’arak abandoned the practice of Bloodbrothers he was the first in line to fight Gaerth. The battle was fierce, Gaerth was physically stronger than Batul’arak. However, Batul’arak had one advantage. The Orc did not value Foulskin honor, and would resort to tricking his opponent if the need would arise. After five minutes of fierce blows and the most disrespectful of insults being traded, it seemed like Gaerth would be taking the upper hand in the fight, as he managed to land a powerful blow on Batul’arak’s shoulder with the pommel of his sword. Batul’arak would cry out in pain, and the sound of bones shattering could be heard, as the Orc leader would clutch his injured shoulder.However, Batul’arak would quickly retaliate with a kick to the knee of his opponent, resulting in Gaerth falling into a kneeling pose. Gaerth, however, was no inexperienced warrior and knew to roll away, barely avoiding a small knife getting thrown at him that Batul’arak had hidden away in his belt. &lt;br /&gt;
&lt;br /&gt;
Gaerth quickly jumped back to his feet and charged at Batul’arak, attacking the already weakened shoulder. He managed to dislocate Batul’s entire right arm, and the Orc fell down. The fight seemed to be over as Gaerth stalked his prey. However, Batul was well prepared. He had hidden away a crossbow in a dimly-lit area of the arena in which the two Orcs were brawling, and he had now gotten a hold on the weapon which he had prepared. Batul would cackle like a madman as he aimed the crossbow at Gaerth’s face, thinking that he had already won. Once Gaerth realized that his opponent managed to grab a loaded crossbow, he dropped to the ground. The battle-hardened Gaerth had barely managed to avoid the projectile that zoomed towards his face, and as he let out a load roar filled with hatred, he charged at the wounded Warchief, who had frozen in place with a look of disbelief on his face. The charging Orc would repeatedly kick the Warchief in his face for over a minute. Once he stepped back, panting heavily, little was left of Batul’arak’s face. A headless body would be propped up against the wall, with a puddle of blood, skin, brains and god knows what else could be seen by the spectacting Orcs and Goblins. After beating Batul’arak, Gaerth was granted the title of Warboss of Zadh-Nadrozz. He quickly resettled the mountain.&lt;br /&gt;
&lt;br /&gt;
After coming to power, Gaerth would focus on restoring Zadhh Nadrozz and the Foulskins to their proper ways. He would reinstate the practice of having multipe Bloodbrothers, and he would als reinstate the practise of Blood Trials. Upon restoring much of what his predecessor had neglected and started by reestablishing the Dowagh. During the travels made by the mercenaries, they noticed that the races of Eden were keen on spending a little dime in a gambling match. So as to reaffirm their place in Eden Gaerth set up a giant gambling emporium within the halls of Zadh-Nadrozz to create funds and draw attention away from the Foulskins regrouping in numbers capable of a future Foultide. In the meantime however Gaerth is set upon filling Badzogh with spirits through mercenary contracts. The goals of  the Foulskins are clear. They seek to create the biggest Foultide since Grannûsk. They seek to reclaim the lost weapons and tokens of past warbosses scattered in Eden. They want to reunite the Ogres and Trolls into the gold. They want to hunt the mightiest beasts in Eden. And finally they are keen to become the strongest warriors in all of Eden and to live up to their ancestors' creed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Nations|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=5521</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=5521"/>
		<updated>2024-01-19T16:51:56Z</updated>

		<summary type="html">&lt;p&gt;Maple: changed Soul fragmentations Red Line to say Gamemaster instead of loremaster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Necromancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Soul Gem&lt;br /&gt;
| Paths = Soul-Destined '''·''' Death-Destined&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. &lt;br /&gt;
&lt;br /&gt;
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. &lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Necromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Wizard&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Master Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Arch Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Soul-Destined ===&lt;br /&gt;
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Raiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Awakener&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Materialiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Summoner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Enchanter&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Death-Destined ===&lt;br /&gt;
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Executioner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Assassin&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges. The Spellcaster unlocks the Resurrection ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Reaper&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Lesser-Lich&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl5 - Lich&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Consumption&lt;br /&gt;
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.&lt;br /&gt;
&lt;br /&gt;
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.&lt;br /&gt;
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.&lt;br /&gt;
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.&lt;br /&gt;
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact a Gamemaster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blight&lt;br /&gt;
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Anything inside the radius will take D3 damage per turn. The effect lasts D3 turns.&lt;br /&gt;
The necromancer may trap one character or creature inside the circle. To escape, they need to roll a D20. On an 11+, they escape the circle. &lt;br /&gt;
|Fail = The Necromancer experiences an energy drain, causing their next casting roll to be modified with -1.&lt;br /&gt;
|Succ = The spell's damage becomes 2d2.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancers can cleanse the blighted area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sacrilegious Strengthening&lt;br /&gt;
|Desc = The caster brings forth their hand to manifest a captive soul on top of it, as 2 small boney nails stab into it, the soul being drained and sacrificed to the tear, granting the caster a brief boost in physical and magical prowess.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The user coats themselves in voidal essence and gains +1  to both Strength and Defense rolls for D3+1 rounds&lt;br /&gt;
&lt;br /&gt;
The caster may use a soul charge to strenghten the spell, gaining an additional +1 to all stats on top of the normal spell.&lt;br /&gt;
&lt;br /&gt;
|Fail = The caster instead stabs into themselves, feeling a slight drain on them briefly, taking 1 dmg and having a -1 on the next turns rolls&lt;br /&gt;
|Succ = The spell will last for 2D2+1 Rounds.&lt;br /&gt;
&lt;br /&gt;
|RedLines = The caster must sacrifice the soul before casting, if they wish to use the strengthened version of the spell.&lt;br /&gt;
The user cannot give the boost to allies and it is limited to themselves.&lt;br /&gt;
Casting rolls are not affected by the intelligence boost.&lt;br /&gt;
The effect will not stack and you cannot cast it again if one is already active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone of Battle&lt;br /&gt;
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.&lt;br /&gt;
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.&lt;br /&gt;
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.&lt;br /&gt;
|RedLines = Only one bone can be active by the caster at all times. &lt;br /&gt;
The same action cannot be used twice in a row. &lt;br /&gt;
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lesser Reanimation&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.&lt;br /&gt;
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.&lt;br /&gt;
|Succ = The animal heals possible injuries it sustained during its life.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 animals can be active at one time. To get an animal head, contact a Gamemaster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Skeletal Grasp&lt;br /&gt;
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.&lt;br /&gt;
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.&lt;br /&gt;
|Succ = The claws are sharper, dealing D2 damage to targets in the area.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Death&lt;br /&gt;
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.&lt;br /&gt;
&lt;br /&gt;
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.&lt;br /&gt;
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.&lt;br /&gt;
|Succ = The wall stays for D4+2 rounds.&lt;br /&gt;
|RedLines = Only one wall may be active at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rotting Injection&lt;br /&gt;
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.&lt;br /&gt;
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.&lt;br /&gt;
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.&lt;br /&gt;
|RedLines = –&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Weapon&lt;br /&gt;
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.&lt;br /&gt;
&lt;br /&gt;
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.&lt;br /&gt;
|Succ = The weapon always inflicts the -3 affliction.&lt;br /&gt;
|RedLines = Someone may not dual wield a soul weapon and a real weapon.&lt;br /&gt;
&lt;br /&gt;
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reanimate Dead&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.&lt;br /&gt;
&lt;br /&gt;
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
Str 0&lt;br /&gt;
Def - None&lt;br /&gt;
Agi - None&lt;br /&gt;
Int - None&lt;br /&gt;
&lt;br /&gt;
HP: 1 per undead in the horde&lt;br /&gt;
&lt;br /&gt;
Movement: 4 meters&lt;br /&gt;
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.&lt;br /&gt;
|Succ = The body looks slightly more lifelike and less like an undead.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.&lt;br /&gt;
&lt;br /&gt;
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.&lt;br /&gt;
&lt;br /&gt;
Each horde can only have a max of 8 undead.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Coil&lt;br /&gt;
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. &lt;br /&gt;
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. &lt;br /&gt;
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.&lt;br /&gt;
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Breath of Life&lt;br /&gt;
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:&lt;br /&gt;
&lt;br /&gt;
Strength +1&lt;br /&gt;
Defense +2&lt;br /&gt;
Agility -2&lt;br /&gt;
Intelligence +1&lt;br /&gt;
HP 7&lt;br /&gt;
&lt;br /&gt;
The gargoyle does unarmed attacks that deal 1 damage per successful attack.&lt;br /&gt;
&lt;br /&gt;
If the gargoyle possesses a nearby statue, its HP raises to 15.&lt;br /&gt;
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.&lt;br /&gt;
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reaped Grounds&lt;br /&gt;
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.&lt;br /&gt;
&lt;br /&gt;
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.&lt;br /&gt;
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.&lt;br /&gt;
|Succ = The reaped grounds stay for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell requires 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster must be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Soul Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Arise&lt;br /&gt;
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 2 meter&lt;br /&gt;
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.&lt;br /&gt;
&lt;br /&gt;
This creature will act after the caster's next turn with the following stats:&lt;br /&gt;
&lt;br /&gt;
Str +1&lt;br /&gt;
Def -2&lt;br /&gt;
Agi +0&lt;br /&gt;
Int - unusable.&lt;br /&gt;
&lt;br /&gt;
HP: 3&lt;br /&gt;
|Fail = The caster loses control over the creature, and it starts attacking the caster.&lt;br /&gt;
|Succ = The creature is slightly sturdier and has 5HP.&lt;br /&gt;
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Chain&lt;br /&gt;
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. All damage the Caster deals to this target is increased by 1.&lt;br /&gt;
&lt;br /&gt;
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.&lt;br /&gt;
|Fail = The chain fails to manifest at all.&lt;br /&gt;
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.&lt;br /&gt;
|RedLines = Only one target may be chained at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Steed&lt;br /&gt;
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.&lt;br /&gt;
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.&lt;br /&gt;
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.&lt;br /&gt;
|RedLines = This spell costs 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
The steed can be targeted as any normal mount could.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Banshee's Calling&lt;br /&gt;
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.&lt;br /&gt;
&lt;br /&gt;
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The Banshee has 6 HP&lt;br /&gt;
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The banshee stays for the maximum amount of time.&lt;br /&gt;
|RedLines = Only 1 banshee can be spawned per necromancer at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Expulsion&lt;br /&gt;
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.&lt;br /&gt;
&lt;br /&gt;
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.&lt;br /&gt;
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.&lt;br /&gt;
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.&lt;br /&gt;
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Masked Souls&lt;br /&gt;
|Desc = The Necromant spins a thread of soullike energy, weaving it into a cover of a victim’s face. The cover copies the exact nature of the target  in its mindless conscience.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The Spellcaster lays a layer of voidal energy onto a target’s head, copying the exact features. He forms this energy into a mask, looking exactly as the head it was copied from. The mask remains indefinitely, or until the caster chooses to dissolve it.&lt;br /&gt;
|Fail = The energy rejects the face, dealing D4 damage to the caster in retaliation.&lt;br /&gt;
|Succ = Critically succeeding this spell will yield the same results as a normal success.&lt;br /&gt;
|RedLines = This spell costs a soul charge upon success.&lt;br /&gt;
&lt;br /&gt;
Casting this spell requires consent of the targeted player and character.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = The Rotting Dance&lt;br /&gt;
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.&lt;br /&gt;
|Fail = Half of the creatures are summoned instead.&lt;br /&gt;
|Succ = The spell summons the max amount.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Presence&lt;br /&gt;
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds.  &lt;br /&gt;
&lt;br /&gt;
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.&lt;br /&gt;
&lt;br /&gt;
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.&lt;br /&gt;
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of the Undead&lt;br /&gt;
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.&lt;br /&gt;
&lt;br /&gt;
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.&lt;br /&gt;
&lt;br /&gt;
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.&lt;br /&gt;
&lt;br /&gt;
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.&lt;br /&gt;
&lt;br /&gt;
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.&lt;br /&gt;
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.&lt;br /&gt;
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster is needed to cast this spell.&lt;br /&gt;
&lt;br /&gt;
This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Death Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone-Chilling&lt;br /&gt;
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.&lt;br /&gt;
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.&lt;br /&gt;
|Succ = The target suffers a heart-attack (D2 damage).&lt;br /&gt;
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Barrier&lt;br /&gt;
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. &lt;br /&gt;
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. &lt;br /&gt;
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. &lt;br /&gt;
Lunarmancy spells deplete the barrier's HP twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Displeasant Dissonance&lt;br /&gt;
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. &lt;br /&gt;
|Fail = The spell fails, causing the caster themself to feel nauseous.&lt;br /&gt;
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.&lt;br /&gt;
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Defilement&lt;br /&gt;
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. &lt;br /&gt;
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. &lt;br /&gt;
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. &lt;br /&gt;
|RedLines = The effect of the spell does not stack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Exo Skeleton&lt;br /&gt;
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.&lt;br /&gt;
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.&lt;br /&gt;
|Succ = The Exo skeleton has the maximum amount of HP.&lt;br /&gt;
|RedLines = One cannot cast Exo skeleton while one already has the armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rigor Mortis&lt;br /&gt;
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.&lt;br /&gt;
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.&lt;br /&gt;
|Succ = The stun lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Scythe&lt;br /&gt;
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15&lt;br /&gt;
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.&lt;br /&gt;
&lt;br /&gt;
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.&lt;br /&gt;
|Fail = Instead, the caster slashes their own body and will take 3 damage.&lt;br /&gt;
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.&lt;br /&gt;
&lt;br /&gt;
Targets failing both rolls receive full damage.&lt;br /&gt;
Targets failing 1 roll take half damage rounded up.&lt;br /&gt;
Targets succeeding on both rolls take no damage.&lt;br /&gt;
|RedLines = This spell costs one soul to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Soul&lt;br /&gt;
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 blocks&lt;br /&gt;
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.&lt;br /&gt;
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.&lt;br /&gt;
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.&lt;br /&gt;
|RedLines = This spell costs two souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell cannot be used on 1 target more than 1 time a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death's Embrace&lt;br /&gt;
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.&lt;br /&gt;
&lt;br /&gt;
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.&lt;br /&gt;
&lt;br /&gt;
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.&lt;br /&gt;
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.&lt;br /&gt;
|Succ = The caster gets a +6 in their defense as long as the spell is active.&lt;br /&gt;
|RedLines = The caster can only roll saving rolls while they're draining.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Manifestation&lt;br /&gt;
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.&lt;br /&gt;
&lt;br /&gt;
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:&lt;br /&gt;
&lt;br /&gt;
Increase the damage done to all targets by 2,&lt;br /&gt;
&lt;br /&gt;
Add 2 rounds to the duration of a resulting effect,&lt;br /&gt;
&lt;br /&gt;
Double the strength of a non-damaging effect,&lt;br /&gt;
(ex: 4 knockback becomes 8 knockback)&lt;br /&gt;
&lt;br /&gt;
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.&lt;br /&gt;
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once every OOC week.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster has to be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Souls Blessing (Necromancy)&lt;br /&gt;
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. &lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.&lt;br /&gt;
|RedLines = This ability costs a soul use to activate. &lt;br /&gt;
This ability has a cooldown of 2 rounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fragmentation (Soul-Destined)&lt;br /&gt;
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. &lt;br /&gt;
|RedLines = This ability costs a soul charge to use. &lt;br /&gt;
&lt;br /&gt;
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Gamemaster to approve and place down these stand-ins. Such undead can be gathered into an army for events.&lt;br /&gt;
&lt;br /&gt;
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Necromantic Resistance (Death-Destined)&lt;br /&gt;
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.&lt;br /&gt;
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Party_System_Guide&amp;diff=3541</id>
		<title>Party System Guide</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Party_System_Guide&amp;diff=3541"/>
		<updated>2023-05-28T15:44:28Z</updated>

		<summary type="html">&lt;p&gt;Maple: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The party system helps players be more organised and connected. &lt;br /&gt;
&lt;br /&gt;
This guide will walk players through every aspect of the system and explain how it should be used.&lt;br /&gt;
&lt;br /&gt;
== Commands ==&lt;br /&gt;
'''When you want to make a party in general use these commands:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party create&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
This creates a new party for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party name “TEST”&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
With this command you will be able to change your party's name but you will have to be the owner of the party to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party invite “NAME”&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party uninvite “NAME”&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you invite or uninvite a player make sure to type their character name.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party invite&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will be able to see a list of pending invites.&lt;br /&gt;
[[File:Screenshot 2023-05-28 182136.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party members&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You’ll see the total count of members in the party and also the individual members in the party.&lt;br /&gt;
[[File:Screenshot 2023-05-28 182339.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party transfer “NAME&amp;lt;/code&amp;gt;”&lt;br /&gt;
[[File:Screenshot 2023-05-28 183349.png|left|thumb|477x477px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party disband “party name”&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to disband the party you just need to remember that you will have to own it to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party list&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will show all existing parties.&lt;br /&gt;
[[File:Screenshot 2023-05-28 182653.png|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party kick “NAME”&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
You will have to own the party if you want to kick anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party join “party name”&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
when joining a party you can either click the link or write it manually.&lt;br /&gt;
[[File:Screenshot 2023-05-28 182416.png|left|thumb|457x457px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/party leave&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will leave the party.&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_183349.png&amp;diff=3540</id>
		<title>File:Screenshot 2023-05-28 183349.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_183349.png&amp;diff=3540"/>
		<updated>2023-05-28T15:34:03Z</updated>

		<summary type="html">&lt;p&gt;Maple: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;d&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Party_System_Guide&amp;diff=3539</id>
		<title>Party System Guide</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Party_System_Guide&amp;diff=3539"/>
		<updated>2023-05-28T15:31:44Z</updated>

		<summary type="html">&lt;p&gt;Maple: g&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you want to make a party in general use these commands:&lt;br /&gt;
&lt;br /&gt;
/party create This creates a new party for you.&lt;br /&gt;
&lt;br /&gt;
/party name “TEST” With this command you will be able to change your party's name but you will have to be the owner of the party to do so.&lt;br /&gt;
&lt;br /&gt;
/party invite “NAME”&lt;br /&gt;
&lt;br /&gt;
/party uninvite “NAME” When you invite or uninvite a player make sure to type their character name.&lt;br /&gt;
&lt;br /&gt;
/party invite&lt;br /&gt;
[[File:Screenshot 2023-05-28 182136.png|left|thumb]]&lt;br /&gt;
[[File:Screenshot 2023-05-28 182339.png|left|thumb]]&lt;br /&gt;
[[File:Screenshot 2023-05-28 182416.png|left|thumb]]&lt;br /&gt;
You will be able to see a list of pending invites.&lt;br /&gt;
&lt;br /&gt;
/party members&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182653.png&amp;diff=3538</id>
		<title>File:Screenshot 2023-05-28 182653.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182653.png&amp;diff=3538"/>
		<updated>2023-05-28T15:27:04Z</updated>

		<summary type="html">&lt;p&gt;Maple: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;gu&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182416.png&amp;diff=3537</id>
		<title>File:Screenshot 2023-05-28 182416.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182416.png&amp;diff=3537"/>
		<updated>2023-05-28T15:25:47Z</updated>

		<summary type="html">&lt;p&gt;Maple: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;..&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182400.png&amp;diff=3536</id>
		<title>File:Screenshot 2023-05-28 182400.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182400.png&amp;diff=3536"/>
		<updated>2023-05-28T15:25:03Z</updated>

		<summary type="html">&lt;p&gt;Maple: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182339.png&amp;diff=3535</id>
		<title>File:Screenshot 2023-05-28 182339.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182339.png&amp;diff=3535"/>
		<updated>2023-05-28T15:24:39Z</updated>

		<summary type="html">&lt;p&gt;Maple: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182136.png&amp;diff=3534</id>
		<title>File:Screenshot 2023-05-28 182136.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Screenshot_2023-05-28_182136.png&amp;diff=3534"/>
		<updated>2023-05-28T15:22:44Z</updated>

		<summary type="html">&lt;p&gt;Maple: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=3533</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=3533"/>
		<updated>2023-05-28T15:18:03Z</updated>

		<summary type="html">&lt;p&gt;Maple: New page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wikitext.png|center|661x661px|frameless|link=https://www.youtube.com/watch?v=dQw4w9WgXcQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; padding: 3px; vertical-align: top;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
== The Land of Eden ==&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
== General Information ==&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Eden1530.jpg|thumb|316x316px|Eden world map as of 1530. (Download to see all the details)]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;A World of Wonders and Endless Possibilities&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Driven by imagination, the world of Eden is a sandbox filled with interesting races, nations, biomes, stories and characters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the moment you join you will be pulled into a plethora of adventures&lt;br /&gt;
&lt;br /&gt;
which rarely end without something magical happening.&lt;br /&gt;
&lt;br /&gt;
Playing on Eden is an exercise in collaborative creation.&lt;br /&gt;
&lt;br /&gt;
You and your friends have all the freedom to create epic stories filled with&lt;br /&gt;
&lt;br /&gt;
tension and memorable drama.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your collective creativity will build stories that you will tell again and again,&lt;br /&gt;
&lt;br /&gt;
ranging from utterly absurd to the stuff of legends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Welcome to Eden. Welcome to Fables and Fantasy RP'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
=== &amp;lt;strong&amp;gt;&amp;lt;u&amp;gt;Welcome to the Fables &amp;amp; Fantasy RP Wiki!&amp;lt;/u&amp;gt;&amp;lt;/strong&amp;gt; ===&lt;br /&gt;
&amp;lt;p&amp;gt;The goal of our Wiki is to serve as a repository of accurate, up-to-date information about the server.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;In general, the information here relates to the current server lore.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Useful links:&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Website:''' https://fablesfantasyrp.com/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Forums:''' https://forums.fablesfantasyrp.com/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''PlanetMinecraft:''' https://www.planetminecraft.com/server/fables-and-fantasy/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Dynamic map:''' https://dynmap.fablesfantasyrp.com &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Official Discord:''' https://discord.gg/fablesfantasyrp&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Server information:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
'''IP:''' play.fablesfantasyrp.com &lt;br /&gt;
&lt;br /&gt;
'''Minecraft version:''' 1.19.2&lt;br /&gt;
&lt;br /&gt;
'''Optifine Recommended!'''&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Server Lore ==&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NationsTab.png|center|frameless]]&lt;br /&gt;
|[[File:RacesTab.png|center|frameless]]&lt;br /&gt;
|[[File:WorldTab.png|center|frameless]]&lt;br /&gt;
|[[File:MagicTab.png|center|frameless]]&lt;br /&gt;
|[[File:TutorialsTab.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
!The Nations of Eden&lt;br /&gt;
!The inhabitants of Eden&lt;br /&gt;
!World Lore&lt;br /&gt;
!Magic and Spell Lores&lt;br /&gt;
!Server Guides&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| ;text-align: left; |'''Active Nations:'''&lt;br /&gt;
*[[File:Hadriana2.png|20x20px]] [[The Hadrian Empire]]&lt;br /&gt;
*[[File:Luminion Logo png.png|20x20px]] [[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
*[[File:Myln Arbor.png|24x24px]] [[The Mystical Empire of Mitrona]]&lt;br /&gt;
*[[File:Anjyarr_coa_transparent.png|22x22px]][[The Empire of Anjyarr]]&lt;br /&gt;
*[[File:Hoogh.png|20x20px]] [[Highland_Freestate |The Highland Freestate]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Avalheim.png|20x20px]] [[The Icy Domain of Avalheim]]  &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Settlements'''&lt;br /&gt;
*[[File:ZadhSquare.png|20x20px]] [[Zadh Nadrozz|The Faul Tide of Zadh Nadrozz]]&lt;br /&gt;
*[[File:Arduan.png|20x20px]] [[The High Kingdom of Arduan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defunct Nations:'''&lt;br /&gt;
&lt;br /&gt;
*[[https://fablesfantasyrp.com/wiki/index.php/Category:Defunct_Nations Defunct Nations]]&lt;br /&gt;
*&lt;br /&gt;
|'''Human races:''' &lt;br /&gt;
*[[The Attian Humans]]&lt;br /&gt;
*[[Hinterlanders|The Hinter Humans]]&lt;br /&gt;
*[[The Khadan Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Elven races:'''&lt;br /&gt;
*[[High Elves]]&lt;br /&gt;
*[[Dark Elves]]&lt;br /&gt;
*[[Wood Elves]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarven races:'''&lt;br /&gt;
*[[Denur]]&lt;br /&gt;
&lt;br /&gt;
'''Faulskin races:'''&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
&lt;br /&gt;
'''Other races:'''&lt;br /&gt;
*[[Halflings]]&lt;br /&gt;
*[[Tieflings]]&lt;br /&gt;
|'''World Lore:'''&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Interesting_Locations Interesting Locations]&lt;br /&gt;
*[[Bestiary]]&lt;br /&gt;
*[[Botany]]&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Plagues_and_Diseases Plagues and Diseases]&lt;br /&gt;
*[[Edens Calendar]]&lt;br /&gt;
*[[Important People]]&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Religions Religions]&lt;br /&gt;
|'''Magic and how to use it:'''&lt;br /&gt;
* [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
'''Types of Magic:'''&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Magic]]&lt;br /&gt;
*[[Voidal Magic]]&lt;br /&gt;
|'''Guides for the F&amp;amp;F server systems:'''&lt;br /&gt;
*[[The Chat System]]&lt;br /&gt;
*[[Useful Commands]]&lt;br /&gt;
*[[Acquiring Land]]&lt;br /&gt;
*[[The Character System Guide]]&lt;br /&gt;
*[[The Plot System Guide]]&lt;br /&gt;
*[[Party System Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=3532</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=3532"/>
		<updated>2023-05-28T15:16:30Z</updated>

		<summary type="html">&lt;p&gt;Maple: New Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wikitext.png|center|661x661px|frameless|link=https://www.youtube.com/watch?v=dQw4w9WgXcQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; padding: 3px; vertical-align: top;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
== The Land of Eden ==&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
== General Information ==&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Eden1530.jpg|thumb|316x316px|Eden world map as of 1530. (Download to see all the details)]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;A World of Wonders and Endless Possibilities&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Driven by imagination, the world of Eden is a sandbox filled with interesting races, nations, biomes, stories and characters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the moment you join you will be pulled into a plethora of adventures&lt;br /&gt;
&lt;br /&gt;
which rarely end without something magical happening.&lt;br /&gt;
&lt;br /&gt;
Playing on Eden is an exercise in collaborative creation.&lt;br /&gt;
&lt;br /&gt;
You and your friends have all the freedom to create epic stories filled with&lt;br /&gt;
&lt;br /&gt;
tension and memorable drama.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your collective creativity will build stories that you will tell again and again,&lt;br /&gt;
&lt;br /&gt;
ranging from utterly absurd to the stuff of legends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Welcome to Eden. Welcome to Fables and Fantasy RP'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
=== &amp;lt;strong&amp;gt;&amp;lt;u&amp;gt;Welcome to the Fables &amp;amp; Fantasy RP Wiki!&amp;lt;/u&amp;gt;&amp;lt;/strong&amp;gt; ===&lt;br /&gt;
&amp;lt;p&amp;gt;The goal of our Wiki is to serve as a repository of accurate, up-to-date information about the server.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;In general, the information here relates to the current server lore.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Useful links:&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Website:''' https://fablesfantasyrp.com/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Forums:''' https://forums.fablesfantasyrp.com/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''PlanetMinecraft:''' https://www.planetminecraft.com/server/fables-and-fantasy/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Dynamic map:''' https://dynmap.fablesfantasyrp.com &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Official Discord:''' https://discord.gg/fablesfantasyrp&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Server information:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
'''IP:''' play.fablesfantasyrp.com &lt;br /&gt;
&lt;br /&gt;
'''Minecraft version:''' 1.19.2&lt;br /&gt;
&lt;br /&gt;
'''Optifine Recommended!'''&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Server Lore ==&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NationsTab.png|center|frameless]]&lt;br /&gt;
|[[File:RacesTab.png|center|frameless]]&lt;br /&gt;
|[[File:WorldTab.png|center|frameless]]&lt;br /&gt;
|[[File:MagicTab.png|center|frameless]]&lt;br /&gt;
|[[File:TutorialsTab.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
!The Nations of Eden&lt;br /&gt;
!The inhabitants of Eden&lt;br /&gt;
!World Lore&lt;br /&gt;
!Magic and Spell Lores&lt;br /&gt;
!Server Guides&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| ;text-align: left; |'''Active Nations:'''&lt;br /&gt;
*[[File:Hadriana2.png|20x20px]] [[The Hadrian Empire]]&lt;br /&gt;
*[[File:Luminion Logo png.png|20x20px]] [[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
*[[File:Myln Arbor.png|24x24px]] [[The Mystical Empire of Mitrona]]&lt;br /&gt;
*[[File:Anjyarr_coa_transparent.png|22x22px]][[The Empire of Anjyarr]]&lt;br /&gt;
*[[File:Hoogh.png|20x20px]] [[Highland_Freestate |The Highland Freestate]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Avalheim.png|20x20px]] [[The Icy Domain of Avalheim]]  &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Settlements'''&lt;br /&gt;
*[[File:ZadhSquare.png|20x20px]] [[Zadh Nadrozz|The Faul Tide of Zadh Nadrozz]]&lt;br /&gt;
*[[File:Arduan.png|20x20px]] [[The High Kingdom of Arduan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defunct Nations:'''&lt;br /&gt;
&lt;br /&gt;
*[[https://fablesfantasyrp.com/wiki/index.php/Category:Defunct_Nations Defunct Nations]]&lt;br /&gt;
*&lt;br /&gt;
|'''Human races:''' &lt;br /&gt;
*[[The Attian Humans]]&lt;br /&gt;
*[[Hinterlanders|The Hinter Humans]]&lt;br /&gt;
*[[The Khadan Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Elven races:'''&lt;br /&gt;
*[[High Elves]]&lt;br /&gt;
*[[Dark Elves]]&lt;br /&gt;
*[[Wood Elves]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarven races:'''&lt;br /&gt;
*[[Denur]]&lt;br /&gt;
&lt;br /&gt;
'''Faulskin races:'''&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
&lt;br /&gt;
'''Other races:'''&lt;br /&gt;
*[[Halflings]]&lt;br /&gt;
*[[Tieflings]]&lt;br /&gt;
|'''World Lore:'''&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Interesting_Locations Interesting Locations]&lt;br /&gt;
*[[Bestiary]]&lt;br /&gt;
*[[Botany]]&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Plagues_and_Diseases Plagues and Diseases]&lt;br /&gt;
*[[Edens Calendar]]&lt;br /&gt;
*[[Important People]]&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Religions Religions]&lt;br /&gt;
|'''Magic and how to use it:'''&lt;br /&gt;
* [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
'''Types of Magic:'''&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Magic]]&lt;br /&gt;
*[[Voidal Magic]]&lt;br /&gt;
|'''Guides for the F&amp;amp;F server systems:'''&lt;br /&gt;
*[[The Chat System]]&lt;br /&gt;
*[[Useful Commands]]&lt;br /&gt;
*[[Acquiring Land]]&lt;br /&gt;
*[[The Character System Guide]]&lt;br /&gt;
*[[The Plot System Guide]]&lt;br /&gt;
*Party System Guide&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
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__NOTOC__&lt;/div&gt;</summary>
		<author><name>Maple</name></author>
	</entry>
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