Realm of Oiram

The realm of Oiram is known and feared for the constant storms it always produces. Filled with the very nature of chaotic storms and enraged seas, only a few communities that struggle to survive in this realm exist. Life above ground is a death sentence, driving many of the small helpless groups into the soil to form their own lives away from the constant danger of Oiram’s many examples of how nature is extremely deadly. Since no Azurian can travel to Oiram, the speculations of the realm remain as speculations, thoughts, and guesses to be wondered about but never proved or disproved. In the past, it is fabled that Oiram was prosperous, beautiful, and calm. Until the gods came.

Many ideas were thrown out about how Oiram’s harsh conditions manifested into the realm, many have accepted that the gods have thrown the chaotic and brutal nature into this singular reality to hide away the destructive powers from new dimensions to gain their ‘trust’. Over millennia, perhaps more, the storms, seas, snow, and fires began to rise and rise with increasing intensity as the gods continued to collapse natural disaster after disaster onto this unlucky province in the grand spectrum of things. The phenomena of each realm destroyed or kept alive rose in such a way that the inhabitants of the once-great Oiram were hammered between the anvil and tool. Unlike sentient beings, however, due to how easily Azuran animals are seen to adapt, scholars have a hypothesis that Oiram’s beasts and constructs have evolved to suit the new unforgiving climate. This is proven by the fact summoners who have attuned to this realm can summon lightning strikes, tornados, waves, and more from the sheer energy this realm has flowing through it. Beasts and constructs raised and formed from Oiram have always been noted to take the form of one of the aforementioned phenomena, having an easier time negating, traveling, or outright stopping powerful waters, unrelenting winds, or even vicious lightning strikes.

Those seeking to reign in the storms of Oiram must frequent the seas and other extreme climates, utilizing their summons in a way that mirrors the destructive and powerful nature of the realm. A summoner of Oiram is bound by no sort of moral code, expected to be as unpredictable as the unforgiving realm itself.

## **Summons**

### **Apprentice:**

#### **Man’s Best Friend (BEAST)**

An Oiram Summoner is capable of summoning an agile blue-glowing and translucent creature, its appearance similar to that of a lizard-like piranha. It is 3 ft tall and has piranha-like teeth coming out of its mouth, capable of biting through flesh with ease and gambeson too, yet chainmail becomes difficult to penetrate, and plate impossible. Its scales give it some protection against slashing and blunt attacks, yet thrust attacks damage it more. Along with this, fire is its natural weakness as it is quickly killed by a few fire attacks. As an aquatic creature, it is only able to run at 25 mph on land, but on water, it can swim at 40 mph.

#### **Repulsive Jet (SPELL)**

Through orienting one's hands together with an open palm, an Oiram summoner is capable of summoning a wild and chaotic stream of water ahead of them. Capable of sending one or two people off their feet within 10 feet as well as dousing fires in the area. Summoning this small gateway causes their entire hand to faintly glow as water vapor in the air begins to swirl in front of their palm, taking a second to fully cast.

### **Expert:**

#### **Aqua’s Staff (ITEM)**

Channeling an Oiram summoner’s power through a large stick or wooden pole, they can imbue the staff with powers relating to water. If the summoner conjures vitor through with the specific intention in mind, they can manipulate water to their will. Some examples include storing water within the staff to blast a powerful jet out at a target, being able to knock someone off their feet, or simply using it to part a body of water. Experts small ponds, Masters lakes, and Oracles small sections of the sea. Passively the staff is surrounded by mist even if vitor or water is not freely flowing through it, making it quite distinctive and easy to remember.

#### **Rippled Blade (SPELL)**

Through channeling their power into the forearm and dragging one flat hand into an orientation, a summoner is capable of unleashing a crashing tide into a bladed projectile that can cut into flesh and gambeson. Its heavyweight and momentum focused on its fine point. This has a range of 20 feet and has insurmountable trouble against anything solid like a steel cuirass, only scratching the metal.

- A **master** using this spell will be capable of piercing chainmail.

#### **Reservoir’s Rapture (SPELL)**

A summoner of Oiram is nigh useless without their element always present. A more costly spell however with this they can pull water from the endless sea of Oiram. They must channel vitor into themselves or an area, where water will be pulled out from the other realm and deposit itself in front of them or into an object of their choosing. Whenever the spell is cast, water from nearby sources such as plants, dew, or even from the air itself is formed around the summoner’s hands, creating a layer of water until they are finished.

*(Combined with Repulsive Jet, it powers the spell even further, capable of heavy bruising and maybe even breaking brittle or smaller bones such as the nose or fingers in its blasts)*

#### **Wandering Cloud (BEAST)**

Contrary to popular belief, it’s believed that the realm of Oiram has sentient clouds that wander the desolate realm, completely harmless in every possible way. For the summoner, however, they can call upon this cloud to travel the world. The cloud cannot fly and is limited to hovering a few feet above the ground. An expert can go 20 mph and can carry 2 people, master 40 mph and can carry 3 people, and oracle 50 mph with a maximum of 4 people. It is often hard to hear- mostly rare, but the sounds of quiet, deep thunder can be heard from the cloud. It is unknown how the clouds do this, but scientists and scholars play it off as a part of the many strange laws that govern the fabric of other realities. From time to time the cloud will rain and turn into a thick gray color, it is unknown if it is caused by mood or just a natural system. The cloud can not be used to evade attacks in combat, as it is not made for fast maneuvering, primarily being just a form of faster travel. Summoners are capable of holding conversations with their clouds, though they are often reported to be quite childish and lacking intelligence, or grumpy and non-responsive, usually depending on the mood of the cloud. Clouds can hold conversations with their summoners but quickly shift from topic to topic due to their lack of concentration.

### **Master:**

#### **Zephyr Serpent (BEAST)**

An unknown creature believed to be a product of the raging winds ongoing in Oiram; the Zephyr serpent is a 10 ft sized creature that is entirely composed of natural winds for its body. It can attack like any normal beast, however, it contains special moves that are capable of knocking down foes, a master can knock down people in Full plate, and oracles up to full plated horses and their masters.

#### **Wind’s Resistance (SPELL)**

A master can tap into the raw power that is generated by Oiram’s storms and searing winds. The summoner can channel the fierce gales to hinder or outright stop an object or person in its path. It can be used to deflect projectiles, and throw a person off their footing. Masters can throw fully plated people down and deflect some waves of projectiles, Oracles can send armored cavalry flying and on rare occasions deflect artillery such as ballistae or catapults.

#### **Gale’s Orb (ITEM)**

By channeling into a glass or lunar glass palm-sized ball and waiting a few seconds, the summoner can form a small dome of pure wind around them and be able to breathe inside of a dome. At master, the dome is 10x10 feet and an Oracle’s is 15x15 feet. Taller individuals would be sent downwards into a kneel or off their feet within the dome, forcing outwards would potentially dislocate joints from the deadly winds. The Orb can be tossed 5 feet in front of the summoner to capture a person if used correctly.

### **Oracle:**

#### **Wraith Elemental (BEAST)**

A creature of true unknown origin based in the Oiram realm, some historians believe that this creature is almost considered to be a ‘god’ that controls every single strong element that makes up the realm, derived from the pure energy of said elements. The oracle can summon three types of elementals: water, wind, and electricity. All types regardless of strengths are physically strong on their own, but each element possesses a unique ability, only one can be cast at a time.

##### **Water**

The water wraith can create large pools of water that push back enemies attempting to surround the summoner and their allies. If the summoner is near a source of water, preferably a coastline- the wraith can use it as a source to create a more damning wave, a small to a medium-sized wave.

##### **Wind**

The wind wraith can create stronger than normal natural winds that can be used more defensively, the winds are said to be so strong it can create physical objects such as barriers to protect the summoner or his/her allies. The winds can also be used to knock people down, similar to the Zephyr Serpent, however, it’s more effective for creating physical objects, that even include weapons only the summoner can use, like swords.

##### **Electric**

The electric wraith, or better called ‘storm wraith’, can conjure up lightning from the sky to strike down upon the strongest of foes, burning them much more severely and being able to dent or crack plates with the use of lightning. However, the storm wraith can also create an electric wall that prevents enemies from getting closer, or blocking off certain entry/exit points until the wraith dies out, or the summoner deconjures it.

#### **Thunder Run (SPELL)**

Finally, at the peak of the Summoner’s power, they can pull pure bolts of lightning from the conditions of Oiram. When the spell is cast, 3 bolts of pure electricity strike the ground 30 feet in front of the Summoner. The range of can be edited closer to themselves if they wish, but it risks the chance of the summoner being affected. When casting the spell, 3 lightning bolts rain down in a line in quick succession. The way it is cast can also be changed, either it is from the summoner’s hand or from the sky.

#### **Champion's Trident (ITEM)**

Casting into metal and intricate trident, the summoner grants it powerful abilities. For one, the weapon lets the user travel at great speeds through the waters, faster than a horse though still requires some acceleration. Secondly, it can open a gateway at the base, storming out water or steam to propel the weapon against plate with the same impact as an arbalest bolt, or perhaps blast themselves away (with a few ic minutes cooldown) by placing the trident's base against the floor. Once every three days the summoner can open up a giant one-way gateway for the realm, unleashing a thunderstorm and a single lightning bolt on the summoner's desired location by pointing at it.

#### **World's End (SPELL)**

In the realm of Oiram rages a brutal storm, a storm that nobody has seen within Azura. As one of the highest summoners, they can show the world a small glimpse of it. As the summoner plants their palms against the ground, they can open a large one-directional gateway in the sky that gradually unleashes a miniature tier 3 hurricane (150 feet wide) in an IC minute, which lasts for 15 OOC minutes. Storms and extreme winds are capable of slowly ravaging camps. Static electricity can shock and stun those who get too close to the eye of the hurricane (Within 15 feet). The hurricane moves slowly, you can outrun it but it is faster than normal walking speed. This can be cast once every day.

## **Auras**

### **Expert:**

#### ***Breath of the Water***

Every summoner of Oiram must envelop themselves in the very tides that they draw power from, as such they will need the Breath of the Water. An individual with this boon has become one with bodies of water, just as they have on the mainland, gaining the ability to freely breathe oxygen while being submerged and give this same oxygenating effect onto two others in a 10 foot radius.

#### ***Ocean’s Undertow***

Any body of water can be potentially dangerous, very much so for the Ludwagian waters that surround you. An individual granted the abilities of the Ocean’s Undertow will utilize the same fear of the unknown that many others reflect upon. While within the presence of water, specifically that of which will go above the shins, the depths will bubble and whirl in swift motions- causing aforementioned water in a 50 foot radius to the individual to become murky and unable to see through; alongside making it increasingly difficult to walk or swim through to everyone other than the user.

#### ***Wind Walker***

One with the wind; Oiram summoners with this Aura find that the wind is weaker and more graceful in their presence, and the effects of wind-style attacks will be far less effective on them. **Attacks utilizing the wind will be halved in effectiveness (Ex. *Hurricane rune w/ 70mph winds being rendered to 35mph for the summoner.*) This only applies for attacks directed at the summoner, and if the attacker is of *equal* or *lower* *level* to the summoner.**

### **Master:**

#### ***Rejuvenating Tides***

Just as the realm of Oiram calls upon protecting the seas, the seas have decided to give back to you. An individual with Rejuvenating Tides will grow increasingly rejuvenated while in water that is at least waist deep, and more importantly will have the ability to progressively heal injuries while submerged in this water- save for wounds that are not immediately life-threatening. This stretches to base stabs, lacerations, moderate burning, etc.

#### ***Aquatic Affinity***

An individual who has dedicated themselves to Oiram must have the ability to keep the pace with the waves, for this is the Aquatic Affinity that will be preached for ages. An individual who harbors these powers will be unmatched within the waters, pressuring themselves to go at speeds equivalent to a horse when they are submerged in water. This same boon can be used to lurch the individual out of the water, as long as they have had buildup, to heights of 15 feet like a dolphin would.

### **Oracle:**

#### ***Lightning Rod***

In the crackling might of the ever-raging storms above is forged this Aura, one few will ever muster. With this aura a summoner commands the storm as a part of themself, creating a field of electricity across their exterior. With their inheritance of the storm no electrical attack dares scrape their hide, letting them redirect any electrical attack in a similar fashion to their own shocks - except for Arch Electromancers - where instead, the damage of an attack is halved. This aura is visually apparent in a faint blue/yellow glow across the body, culminating in glowing eyes of either color

#### ***Abyssal Serpent***

You have become the ultimate predator of the depths, coated with patches of scales along the upper body and legs in a variety of coloring. An individual with this boon must have the resistance of the very water themselves, growing an elemental resistance to not only scoldering heat (master level) but pulverizing coldness (master level). Aforementioned scales are capable of deflecting slashes from swords and daggers.