recursal/Fanatic-Fandom huggingface dataset:
Fae Magic

**Main Idea**

Biomorphism for those following the fae branch typically involve transformations that make the user more faelike. This can include manipulation of the eyes and becoming much more mystical in appearance. Those who use fae biomorphism typically gain a glimmer or sheen to them. It's known for some to grow fae wings, though this is not common.

Fae magic is a powerful art and it comes with a pretty steep learning curve. Once begun, this branch of Nature is nigh irreversible. As the user becomes more and more faelike, it becomes harder to travel far from the mystical places in the world and makes it far easier to exist amongst other fae. This leads to fae arcanists becoming quite outlandish in their manners and they way that they act, being more accustomed to the fae's way of treating people, tricks and an odd mix of formality and informality.

**Manifestation**

Fae magic is a branch of nature magic, and follows on from the bond made with a fae. Arcanists meet the fae, become enthralled by them and over time, become their slaves, their lovers, their pets. The bond with such an alien mind can make them quite simply lose themselves and their main personalities before they started using the magic. Those who take up the fae magic are typically very fun seeking and frivolous. Over time, the fae arcanists become more and more like their bonded companions.

Within a few weeks of the bond, they start to take on more primal or more beautiful forms, being moulded and transformed into whatever the fae that has bonded with them them wants. Whether that be something hulking and powerful looking or something slender or seductive. They have to accept this gift.

As they do, they lose their humanity and end up becoming faelike in their mannerisms. They do keep a loose outline to their original personality but they become something much different. They physically and mentally change, becoming half fae and half whatever their former race had been. Some would say the power is worth it, especially because by this point they no longer mind and will probably adore anything the fae do to them.

**Capabilities**

Fae arcanists learn shape shifting of their own flesh into more fae-like forms. They learn to call upon the fae sprits and manipulate the fae easier, becoming more resistant to their charms and tricks. Primal instincts come along with enhanced senses and a loss of usual morality. Fae magic also makes other magics act differently, strangely. Fae fire is a dancing purple fire that seems to be almost quasi living and is much harder to extinguish. Later on, the fae magic can even grant immortality, but this transforms the user into something much different than they once were, or else has special conditions.

**Notable**
Wind Magic

**Main Idea**

Wind magic is one of the more advanced of the elementary magics. It is a mentally straining magic that harnesses its force from your spirit and determination. This makes wind magic useful for overcoming obstacles, move objects

around, or restrain things. Wind magic can also be used to create illusions since wind magic is hard to see. The power of this magic can be increased with stronger concentration, determination, or strong emotions like love.

In complete contrast, wind could also be used by those with absolutely little to no care, free-spirits so to speak, as they drift about. This kind of wind magic has much the same ability and potential as the previous, except it is much less methodical, and the way in which it is utilized is different.

**Manifestation**

This magic can be utilized with either concentration or when trying to accomplish a task. Magic users have been noted to use wind magic by accident when trying move heavy object. They also tend to drift with the wind, or create breezes that weren't there before, sometimes even in silent contemplation, but these are rare.

It also happens commonly to surge about through different emotions such as the others, but unlike fire, it tends to behave differently with different emotions, rather than becoming apparent with a single one and maintaining its quality.

**Capabilities**

Wind Magi are capable of large damage, especially across areas. The largest expenditure of mana for these magi is the controlled movement of wind, as creating air would be almost pointless, although useful in some settings, such as confined areas, or otherwise those that are poisoned or contaminated.

Novice magi are capable of creating bursts of wind in order to speed themselves up, or create air pockets that shoot out in waves to bash enemies. The most powerful in the craft are able to create hurricanes and unnatural forces of nature capable of leveling and obliterating entire brigades, even platoons, of men in mere moments. For this reason, wind is commonly used in large scale battles, as well as sieges.

Additionally, wind is commonly used by Magi who prefer the use of a blade, as wind enhances the weapon and the user's speed, as well as possibly its cutting edge. While Ice is typically the dominion of water magi, it is not unheard of wind magi to use such techniques as well as chilling and heated waves.

**Notable**
Combat

Combat in Absolution RP is simple. Below, a few different rules for combat will be explained. You are free to choose which you want to use when you initiate combat with someone in game.

Freeform - Best for when you have planned out beforehand who you want to win a battle, or want a particular outcome from the battle such as character development. Combatants roleplay their characters strikes out and dodge or take hits accordingly. It is very bad form to dodge every hit and confirm your own hits in combat. This is simple and needs no rules to do.

Bia's Basic Combat Rules - These rules add a bit more randomness to a fight. They are extremely basic, there are no modifiers at all, everything is completely fair. Magic types do not matter and there is no strategy at all. There are no heals, no stuns. This is entirely luck based.

* Characters have 40 HP
* Characters take turns attacking. Roll a d100 to decide who attacks first, in the case of a draw, assign a number to yourself and roll a d2.
* Both characters roll a d20 every round. The defender wins in the case of a draw.
* An attacker rolling a 20 or a defender rolling a 1 is a critical hit, you roll two dices for your attack.
* Attacks are 1d8 unless critical, in which case you roll 2d8. You do not roll 1d16, there is a difference. 2d8 is better statistically.
* After each attack, both characters roleplay accordingly.
* Defenders always judge the injuries they gain from a fight, and do not have to consent to death unless it was stated before the battle begun that this was a fight to the death.

And that's it!

Bia's Combat Rules Expansion Pack (Now includes magic!)

{Reserved Space}
Dragons

**General**

These magnificent creatures of glistening scale and powerful musculature, loom over almost everything else. Powerful wings propel them onward. There a wide variety of these things, with different affinities, but they all tend to have a similar vital functions and compulsions. Firstly, they all contain two separate stomach linings, the first for the consumption of food normally, and the second for breaking down vital substances and mana in the creation of their breath and exerted natural weapons.

Despite their already imposing power, they're immense age makes them capable of learning magics far beyond that of a typical human. They could have several times the ability of an archmagus in any field, or have an adept ability in nearly every kind. Shapeshifting is an extremely common ability used by more powerful Arcane dragons. But this is only the case in elder wyrms, and younger dragons take at least 80 years to reach full normal maturity, not to mention that dragons tend to continue growing almost indefinitely.

**Personality**

Dragons tend to be isolationist, and avoid the company of others, including other dragons, whenever they can. Typically they look down on other living creatures as their inferiors, and other dragons as potential threats to be weary of. They typically abandon this when other creatures begin to revere, worship, or otherwise pay tribute to them in service. As such, most dragons prefer easily defendable and isolated areas, such as ancient city wrecks, mountain coves, and marsh inlets, sometimes made by themselves.

They also tend to have an obsession, knowledge and valuable objects are both things which are mainly taken, but almost anything else is common.

**Culture**

Dragons, as enlightened individuals, have no concurrent or unifying culture, but rather they forge their own individually from pits and pieces of their area, typically adapting.

**Religion**

Dragons tend to take the religion that lines best with their goals and developed ideology, if any. In some cases, Dragons themselves gather cults around themselves are themselves worshipped. This kind of dogma more than likely turns them into tyrants.
**Factions**

As Isolationists, Dragons more than likely do not have a faction, rather siding with whomever suits them the best at the moment. If they do have a faction, the allegiance of one dragon is not indicative of any other's.
Bree

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**Breanna Reynalda "Bree" Uber** is a main character in Varhess, New Jarso.

This article relating to Varhess, New Jarso is a stub. You can help the Varhess, New Jarso community by expanding it.
Fauna Magic

Main Idea

   **Main Idea**

Fauna magic is one of the three banches that nature arcanists commonly practice. The biomorphism aspect of this branch makes the user more animalistic, often giving them fangs and fur or talons and feathers depending on their bound companion.

The power in Fauna magic comes in two different ways. The bond that the arcanist has formed with their companion is a close one, and the arcanist can transfer their spells that would target themselves onto their companions, making their companion's hide thicker, claws sharper or wings stronger.

As Fauna arcanists grow in power, they become more animalistic and predatory. They can not eat meat still though, and these instincts are purely to defend the wilderness, nature from attack. They begin to learn how to dominate animals and animals naturally respect Fauna arcanists, this respect growing as the arcanist's power does. Fauna magic makes nearby animals slightly more intelligent passively, while soothing the moods of them.

Fauna arcanists give in more and more to their brutal and feral sides the longer they use this magic. It becomes harder to value humanity above any other animal life for the strongest arcanists.

**Manifestation**

This is one of the branches of nature magic. The way to get this type of magic is by being a nature arcanist and boning oneself to an animal rather than a plant or fae.

**Capabilities**

 This magic allows the user to grant themselves various animal aspects, and enhance their animal companions. Some arcanists learn how to lace their bodies with poisons as other animals do. Claws and fangs are more common. It's known that the strongest of Fauna arcanists can become much larger, scarier forms of their animal companion, losing their magic until they return to their usual form to benefit from these forms.
Constantine Flavius

"My armor glimmers not from the simple armor alone, but from the wounds taken and inflicted upon my enemies."

Named Constantine Flavius, this knight and veteran is a divisionary figure, and one of the champion knights of Venepatria. He became a knight of the realm at age 17, and had become a champion at age 20. His golden armor appears bashed in and broken, as he makes a point to wear the same suit, reinforced and reused, to every engagement.

He prefers honorable combat, and the light given back by his armor's reflection has given him the nickname Dawn, to the Venepatrians who serve in the Vanguard, and the name Morningstar, after the demon Abaddon. Despite being 6'3" in stature, he is deceptively quick, and his blade specially made for beheadings and delimbings.

Above all, he is a zealot for the Emperor of Venepatria, and serves when away from the front lines as one of his bodyguards. He lost an eye to an elf in the Battle of the Grey Packs, and for that he hunts the one responsible. Additionally, he has two students who he trains and keeps by his side at almost all times. They are squires and he takes nothing but the best. They are Ser Gerald the Silver, and Ser Jonathen the bronze, not so for their armor, because they have the same hue as their liege's, but for the order they were taken by him as squires.

He has never before been defeated in single combat, and it is arguable if he was ever defeated at all. He is a known Conjurer, using the ability solely in aiding his already incredibly quick movements to blink short distances.

"Death has already prepared a seat for you at his table on the orders of the Emperor. And a host should not be kept waiting."
Queenie

Queenie

Species:
dog (Afghan hound)

Gender:
Female

Hair Color:
yellow

Eye Color:
*Unknown*

Relationships

Relatives:
*Unknown*

Friends:
Madison

Production Details

Voice
*Unknown*

**Queenie** is a recurring pet character.

Bio
Queenie is a talking dog who was one of the dogs available for adoption at Scratch's pound. Scratch is uncertain if she is an actual queen, but she refused to respond to any other name.
She was adopted by Madison.

Personality
Queenie has the affected mannerisms of a regal monarch. She likes having her long fur brushed constantly.

Style
She has long yellow fur.

Gallery
Trivia
Etherealist Coven

File:Placeholder
The Etherealist Coven are the most mysterious of the four spiritualist circles. To join the circle is a trial, as meeting spaces are hidden between the worlds, and move frequently. One typically has to know another Etherealist to join the coven and even then, the rites of induction are not something that hopeful initiates can prepare themselves for.

The powers of the Etherealist is just as mysterious. The spiritual force is used to interact with the planes and the natural forces on each to a far deeper level. Etherealists gain a deep connection to an unreachable plane, drawing upon the powers of that strange, alien land.
RichardBlair

## Yleisesti

**Lordi Richard Blair** oli roolipelihahmo Hope hotellissa. Hän teki ensiesiintymisensä 11. kesäkuuta 2017.

**Richard Blair** eli lapsuutensa Pohjois-Englannissa vanhempien kartanossa. Hän kävi koulunsa kotiopettajan johdolla, koska vanhemmat halusivat parasta mahdollista opetusta lapselleen. Koulun käyneenä hän meni armeijaan, menestys ei ollut paras, mutta kunnialla hän sen teki. Heti armeijasta päästyään hän meni vanhempiensa luokse Pohjoiseen-Englantiin ja alkoi harjoittamaan pientä liiketoimintaa. Hän keräsi kokemusta ja laajensi liiketoimintaansa. Kun hän oli 34-vuotias hän perusti pankin hyvän ystävänsä kanssa, jonka hän tunsi jo lapsuudessa. Pankki menestyi hyvin Lontoossa, kunnes se tultiin ryöstämään yhtenä yönä. Ryöstö aiheutti suuret taloudelliset tappiot kummallekkin. **Richard** joutui tekemään kovasti töitä puhdistaakseen pankin maineen ja onnistui siinä monen voden urakan jälkeen. Ranskassa vieraillessaan mahdollista liiketoiminnan laajentamista katsomassa hän tapasi **Violet Blairin** ravintolassa. He rakastuivat heti toisiinsa. **Richard** matkusti **Belton Houseen** asti tapaamaan rakastaan. Rakkaansa tavattuaan hän palkkasi pätevän henkilön hoitamaan pankkia. Hän omistaa pankista kuitenkin osuutensa lapsuudenkaverinsa kanssa. Vaimonsa **Violet** kuoli ja hän suri sitä paljon, kuitenkin **Richard** oli tehnyt aviorikoksen sitä ennen, joten jätti tulematta Violetin hautajaisiin. Hänet oli nähty **Belton Housen** pihalla juuri ennen edesmenneen vaimonsa hautajaisten lopetusta. Hän oli ottanut vaatteensa, sekä pari muuta hyödyllistä tavaraa kirjastosta, mutta muun omaisuuden hän lahjoitti tyttärelleen. **Richardia** ei olla sen jälkeen nähnyt Englannissa. Hän on luultavasti paennut maasta...
Demonologist Sect

File:Placeholder
Demonologists use a mix of corruption magic and spiritualism to create their own brand of evil. Calling demons from the infernal places and using powerful soul magic, Demonologists are a force to fear. These spiritualists are very fond of pacts and deals, and often align themselves with Demon Lords as Supernalists do with their Grand Supernals.
Starr - God of Wandering

He helps guide people when they are lost. He is the most mysterious of the gods and has never been seen though his blessings are evident.

He guides people home. He helps people through finding who they are. He is a god of self discovery. Of helping you accomplish what you set out for and he is the path to understanding the world around you

His worship is vague. He isn't talked about much and many catfolk actually do not believe in his existence being the one left out of most prayer's. Those who worship him. Are helped led and to understand themselves. Those who have achieved his full blessing are usually powerful magi and keepers of secrets.

He is the newest god having only been truly acknowledged in the past thousand years and as such whether this is what he truly stands for is ambivalent. He could truthfully stand for other things and the catfolk who do worship him commonly don't understand why he does things or why he helps anyone.

He is one of the few ascended to have come about during a period of well recorded history.
Fae

General

The fae are a general term for many race's. Varied and spread apart all unified by one thing.

Fun. Party's. And enthrallment.

A fae whether pixey. Nymph. Dullahan. Or any other creature has a natural urge to enthrall people. To make them belong to them. Many a people have entered the fae kingdom's.

Few have ever left. In truth the ones who escaped probably wanted to fling themselves right back in.

The fae. While they may seem fun and outgoing. Loving and alturistic. They are not almost never to be trusted.

Make a mistake slip up just once and its likely a person will be on their knees servicing them. A brand new thrall.

Culture
The culture if the fae is rather. Rigid if you could believe it. Despite the merry making and the partying. The fun and games. The extended lovemaking. Its filled with corruption.

Fae culture is depraved in a word. Always hungry for more. More thralls. More women. More men. More sex. More wine. More whatever they desire. They will take the slightest chance. A slight slip up to enslave even other fae unless they are their closest friends or their lovers that to this day have somehow not been enthralled or their just mutually enthralled that has happened.

Either way. Entering a fae kingdom. Speaking with a fae. Is putting one's ass quite litterally on the line.

They would love nothing more then to defile and enthrall any who enter. To make them squirm under them and belong to them. An ecstacy they get from doing it.

the fae cluture is governed by so many culutural faux pass's. Rules on eating. Rules on almost everything. It is something that if one is not prepared they will surely succumb to it.

so come have a taste of fae culture. They would be happy to have some mortals to have some fun with.

Forever.

Outside of the fae kingdom many of the cultural rules do not exist and they are seemingly more relaxed. However that also means they feel they don't need an excuse to enthrall and will happily just take what they find to their liking.

Religion

Factions
Elves

**Stats**

+2 Magic +1 Agi -2 Soul

**General**

Elf's. Their a race that has incredibly long lifespans some people saying their immortal. Though that can't be actually proven as of now. They could just live thousands of year's.

They are magically stunted in quite a few magic's due to their more calm and regal nature which makes it so they are more lkely to keep their emotions under wraps. Though they do seem to have an affinity for nature magic. As well holy magic for a rare few who overcome their pride.

They are one of the oldest race's in existeance today and some even say one of the first race's. They are on average taller then most humams though the males seem to be shorter then their female counterparts among the elfs the opposite of human's in that regard.

Their homes are mainly forests. Though they do settle outside of them occasionally and have been known to inhabit plaines in times of expansive growth.

Speaking of growth. Elfs seem a bit over active in that regard and their population swells more quickly due to the amount of spare time they have on their hands. The typical elven family being 10 members.

**Personality**

Elve's are rather prideful and do not take insults kindly. They care greatly for their own honor and the honor of their nation. They are wary of outsiders however when welcomed into their fold. The elfs are welcoming to their new members and its common for them to treat them like any other elf.

Within their own society elves csn be seen joking around. Fighting and sparring. Grudges are ussualy settled eventually due to their longevity of life and in general the pride they have in their home.

Honor. Pride. Vengeance. Kin. Those are the core tenats of an elf in their own civilizations.

Outside of their own civilizations elfs become strangely....bubbly? Warmhearted snd merry makers seeming to take an almost fey like attitude to life at times. Lazy and cheerful they can make good friends and their long ears are always willing to listen.

**Culture**

Their cukture could be described as miltaristic. Led by a council of elder's with the most powerful female magical user in the land the Matron. She brings strength to the elfs and encourages a prideful lifestyle. Elves are encouraged to show prode in their dress their manner of speaking and everything they do. It would be amiss to assume an elf is impolite.

Even agasint their enemys they do not waste words. They let their steely glares of hatred focus them and show them their intent with their weapon. No declarations of war. Nothing of the sort. You know when you have wronged an elf.

It will be the last thing you have ever done and your flesh shall be eaten to reinvigorate the elfs snd show their superiority over their enemy.

To those who wish to join the eleven civilizations they must only show pride in themselves and show a keeness to learn eleven customs and act similar to how they do.

Lock and step. The elfs march to war. With honor and pride. To show their worth.
**Religion**

**Factions**
Jinn Mortal Council

File:Placeholder
The Jinn Mortal Council are one of the most formal Spiritualist circles, having a number of extensive rules and laws to follow regarding the magic they call upon and the spirits that they interact with. The circle and the laws do not care about good or evil, the laws are more a set of rules regarding how to act and treat Jinn and repeating how valued the secrets that the Jinn hold are. One of the most important promises is to not take the Jinn for fools, despite the lesser intelligence they show.

The Jinn can be just as terrifying as any demon, or as glorious as a great supernal when the situation calls for it.
Absolution RP Wiki

## Welcome to the Absolution RP Wiki

This wiki contains all the information needed for those in the absolution discord roleplay server! Any and all things pertaining to it are about here, any and all suggestions should be made on the server's own suggestions page.

## The World of Absolution!

Absolution is a fantasy roleplay governed by a set of loose rules, mainly to maintain a measure of fairness. In this world, various governments and kingdoms vie for power and rescources, and those within them their own goals. There is no set goal or purpose, it is an open world roleplay, where the players shape the events and the goings of the world.

Governments. Organizations. Cults. Monsters. You name it, it exists.
Apollion - God of Justice

Commonly depicted as a white haired humanoid with either green or golden wings, and similiarly colored lines of magic. He is prayed to most commonly in times of great hardship. Times where one loses hope or times when a person must do something that revolts them.

He gives them the strength to fight on. Magic users and priests who worship Apollion develop these radiant lines over time. These lines empower them with enhanced magical capability and increased toughness able to take blows that would kill even powerful Arcanists. Priests get enhanced benefits from these lines, and to receive them is a sign of divine favor. The truly devout, the most deidicated worshippers and champions, can create armor and wings of this divine magic in order to greatly increase their power.

Secondary worship of Apollion is common. This does not come with much benefit besides helping to ward away bad dreams and to bring a small warmth and green light to one when in true despair. Apollion rarely intervenes for those who place him on the back burners for other gods, although this does not mean he doesn't care for them.

The most common worshippers of Apollion are those who live in, or have suffered great despair. Criminals, murderers and thieves who have to steal to survive often go to him, looking for comfort for their guilt. He is also prayed to commonly by mercenaries and warriors in general. Hunters who live in poorer lands find a tie to him as well.

His symbol is mainly a green jagged wing. Commonly carved from wood and made green with smashed greenery. More rich typically make their artifices of Jade. Though a black wing or golden wing are acceptable and commonly used, sometimes even of cloth.
Spiritualist Circles

There are four different paths that spiritualists decide to follow when they begin delving into the deeper mysteries of the spiritualism magic. Each path has it's own ideas and ways about the magic and how it should be used. The four spiritualist circles are:

The Jinn Mortal Council

The Supernalism Justiciary

The Demonologist Sect

The Etherealist Coven

The different circles generally focus on different spirits. The Jinn Mortal Council summon Jinn, the Supernalism Justiciary work with Supernals to destroy evil and the demonologist sect of spirituality deals with summoning demons. Those who join the Demonologist Sect typically become corrupted and learn the according magic. Meanwhile, the Etherealist Coven doesn't focus on summoning any particular spirits. They interact more with the spaces between planes and the spirits that are left behind by other Spiritualists, going into more detail and delving into deeper mysteries on this plane. The coven are more mysterious than even the demonologist sect, hiding their meeting spaces between the worlds and changing these places depending on how the plane has changed.
Races

You'll find the information about races, here. A "race" as opposed to a "monster" is a civilized enough people who become involved in the politics or business of nation-making.

## Races

### **Dwarf**

*These short and stocky-bodied folk of the highlands are often thought stern and stoic. Known for their engineering prowess and the magnificence of their craftsmanship, they have an unrivaled affinity for the earthen bounties. Typically possessing a strong predilection for traditionalism and isolation, more than a few members of the Dwarven Courts are xenophobic.*

### **Strix**

**NAVIGATING THE ANNALS**

First Timers

Characters

Definitions

Gear

Gods

Monsters

Nations

Politics

**Races**

Realms

Resources

Rules
Sgalliga

**History**

The people of Sgalliga are a proud and mighty. In the frigid north and the rocky islands they cling to their independence with the ferocity of beasts. A patchwork of Dwarven Skalds held together with human Jarls and king, they were part of the Saalgardian homeland, before they declared independence in the year 588. It was a bloody 14 year war before their dream was realized in the year 602.

In the years since, there have been numerous incursions and other invasions, mainly from their former lords, but although successful in some regards, there has always been an ebb and flow between the two in terms of power.

In the year 666, the year of chaos, the whole kingdom broke into rebellion, as Jarl Cellyr used the White Frost in an attempt to destroy Saalgard once and for all. The corrupt and dark magics finally ended in the year 668 when a united Sgelligian, Saalgardian, and Venepatrian force finally found and killed Cellyr the White Death, as he was then called.

Since then, the nation has continued its on and off again conflicts with Saalgard, as well as its hostilities with its western neighbor, Gryphlos. The latest of these ended in the year 752.

**Government**

The states of Sgalliga are held as a confederation of different lords and leaders, all pledging themselves in a feudalistic fashion to their king. In the year of 754, King Brann Ironridge of the Ullr clan is the king and is himself interested in conforming the states to a more centralized control, and the states are having absolutely none of it.

The central city in each area is mainly controlled by its jarl or Skald, but the nation's capitol is within the city of Ahmslo, and is the site of the nation's largest shipyards. In all decisions regarding their own realms, the different lords hold dominion, but the king settles all disputes about different lords, as well as sets all foreign emissaries, although some different dominions conduct independent trade missions and independent emissariats, although these tend to ruffle the king's jimmies.

**Major Cities**

**Military**

Compared to other governments and nations, their nation is small, but contrary to them, the participation rate for women, as well as a hardy culture independence, results in mugh higher rates of participation in the war efforts, especially among women.

The military's head is the king, as is placed by all others, and his leader in this regard is split between two others. The Lord Commander and the Helmsman. The previous being in charge of all things regarding the standard military, and the latter being in charge of the navy. Despite these things, local lords and even commanders of independent war-bands with their own raiding parties make any central military venture almost futile. There is a running gag that taking the position of either of these is a DEMOTION from commander of your own armies.

**Sub-Factions**
Order Magic

**Main Idea**

The world is balanced in many ways. Demons are matched by angels, fire by water, the earth by the air. The world also has many laws. The laws of magic, the laws of the gods and the laws that govern the forces. Order is keeping all of these things in check, maintaining a balance and keeping the world as it should be to keep the world going. Order magic is not good. Those who practise order magic have done terrible things to keep the balance of the world as it should be. Order is the practice of balance magic.

However, the natural enemy of Order is Chaos. Those chaos arcanists threaten to destroy how things are. They're unpredictable and cause pain and suffering for selfish reasons. Order is there to balance out the chaos by bringing aid to the suffering and protection from the storm as selflessly as possible. An order arcanist must accept the magic knowing that they would give their lives to protect others without a thought. It requires a great amount of courage to walk the path of an Order arcanist.

**Manifestation**

Order typically manifests in those that either lack emotion, or have trained hard to make themselves completely unbiased. Once the magic has been accepted into someone, the ability to look at an issue subjectively is slowly eroded. A unique kind of sympathy forms with the world itself. The first power that Order arcanists learn is to detect deviations from the usual state. This is not a spell, but rather another sense, like sight or scent. This close connection with the world around them helps them easily detect chaos mages, even those who aren't casting magic.

Judges make great order arcanists if truly unbiased, but accepting bribes to sway justice in any way will cause the loss of magic instantly.

**Capabilities**

 Order magic has many ways to protect and restore things that have been broken. Order arcanists age at a slightly slower pace, but not so slow as to disturb fate. This extra time is used to restore order, and so a new balance is created. Order arcanists cannot waste this extra time or they become weaker and risk losing their power. This does not mean that they are not allowed to sleep. Resting means that they can perform their duties more effectively and efficiently.

Order magic itself is tied closely to laws, and this is shown in the way that the magic works. There are many different types of binding that those who practice order magic can call upon. They hold some compulsion-like powers, specifically those that resolve arguments and can end conflict. Their powerful force of will helps with this.

The magic is not just about doling out justice. A great part of order is redemption. Those who carry the magic are expected to be experienced at saving those who have fallen, those who have become corrupt. Their magics can help to reverse these effects, if their target is not too far gone. The order arcanist has other spells at his disposal if this is the case.
Nu-Nu - Goddess of Luck

She is mostly depicted as a small, smiling, catfolk child with kind golden eyes. She is prayed to when Catfolk are in need of good fortune.

Those who primarily worship her find that things seem to go their way more often. A blade may slip. A bow may snap. A way to escape presents itself. She is there to pamper her devout. That is all. She does not comfort her followers. When bad luck strikes she is not to be seen. Some say that she is ashamed of a mistake that she has made, or that fixing bad luck is just not within her power.

Her most devout priests often stumble across a bell at some point during their worship. This bell can directly call the attentions of Nu-Nu onto the one ringing it. It is considered bad practice to ring the bell more than three times per year for oneself, but asking for extra help while concentrating on the bell and praying is more likely to be answered. Those who abuse the gift or try to bring it against other worshippers lose the bell in an accident or mishap. One does not actually need to physically ring the bell. Having focus and it being nearby is enough for the worshipper to call on the power. These bells are extremely rare, and are given almost exclusively to the most devout.

Extremely devout priests are said to be able to more easily manipulate luck, even bad luck, which can be turned against others. This is a far more common ability than other deific gifts, but also much weaker.

Secondary worship grants a small increase in luck. It is noticeable at the very least though not as much as some would expect.

Her symbol is a smiling baby catfolk carved out of wood.
Corrupt Magic

"Embrace my gift. Embrace my power. And let the strong become lords over the weak, for that is the natural order of the world. Once it has been burned... we shall build a new one in its place!" - Abaddon, First to Fall

General

Corruption magic is by definition the dark and tainted energy swarming from the abyss. It engulfs and envelops, as well as eventually becomes, the soul of the one who uses it. Corruption can also stain the physical world, and even those who do not use it can mutate and be disturbed by its existence and its prescence.

Corruption uses the abyss's incredible power to make the wholly impossible a reality. It allows the dead to rise and consumes the energy of those around it. It is capable of nearly limitless enhancements to all forms of magic. Its own nature is the opposite of all mana in the world, and especially that of the Divinus. Where Mana primarily functions to create things, even I the pursuit of destruction and possibly even evil, Corrupt magic does one thing. Consume.

Corrupt magic feeds on the mana of the world, irrevocably changing it into the form of the abyss. It destroys and eats away at the world, eventually making it in the image of the abyss, a lifeless and noiseless barren wasteland.

Manifestation

Corruption takes dedication in order to accumulate in stable conditions within the soul. Small fragments of corruption are quickly destroyed, but once a sizable part of it forms upon the soul, it will continue to grow until it has enveloped the whole.

Corruption can result from quite a few things, but some of the most common are an absolute lack of direction, or unbridled ambition without a care in the world for any kind of morality. Corruption is something one is unaware of, unless they've had it since birth and have known nothing else. A truly sad fate.

As the corruption begins to set in, they will begin to develop one of the seven cardinal sins, if one of those did not fuel the onset of the corruption to begin. Even corruption taken in order to serve a higher and greater purpose will eventually consume the one who had such lofty goals. Pushing them to the next action, over every boundary until they are far and away from where they started.

Capabilities

The darkness holds untold power. In effect, it is nearly divine. Its power is to consume and manipulate life itself. It is the might of the darkness, reaching into this world, the will of the unspeakable dark. It is able to raise the long, perhaps eons dead, to life. It is capable of granting immortality. Immeasurable power.

Necromancy. Demonology. These are two of its best known sub-magics. Although its scope is nearly infinite. In its attacks, it usually takes quite a few shapes, but some of the most common are monochrome pallates as it sucks away all mana and life that it comes into contact with, and brilliant and wholly unnatural colors.

The abyss and corruption is not something to be toyed with, even the most defiled and depraved souls know not to use it foolishly, as it lashes out against everyone with which does not call master.
Nature Magic

**Main Idea**

Nature magic is a tricky topic for some. Its practitioners sometimes don't seem human or whatever race they were at time when they stepped onto the path of being a nature arcanist.

The magic itself is based around the idea of unity with nature. A nature arcanist typically makes a bond with something when they begin learning the magic. This bond can be made with either flora, fauna or fae. This bond decides the path that will be followed. Taking on more than one path takes extreme dedication, and it is unheard of for someone to take a third. Those that try would likely go mad with the constant barrage of invasive thoughts, or starve.

**Manifestation**

Nature magic manifests when one wishes for it. It is gained by communion with a plant, fae or animal. Trees work. The practitioner begins by talking with it everyday, burning mana softly to do so. The practitioner nurtures it and does their best not to harm nature as much as possible, taking on a diet based on their bonds. Fae bonded arcanists cannot eat magical foods, Plant bonded arcanists cannot eat anything that was once a living plant and Animal bonded druids must not eat meat. They must act to protect these food sources from overharvest, but must also be able to accept that others need to eat at times. They do not storm farms to save cattle or to torch the crops. This would be against their goals, the animals would die in the wild and the crops would be dead.

Those who commit can feel the natural flows of power, the shifts in it too. Nature arcanists form a deep bond to the natural world over time. They also gain a special bond to the subject of their binding and others of that type, to a lesser degree. Over time, the arcanist and their bonded companion become one, mind, body and soul. They belong to eachother on spiritual and physical levels. The arcanist can sometimes feel their sense of self fading. The ideal arcanist forms a perfect meld. When they are melded, nature magic opens fully.

This magic requires a great deal of trust from both sides, and a trust in nature.

**Capabilities**

The abilities of nature vary greatly though the most common features is the ability to heal wounds and attune with the type of bonded companion. Any nature arcanist has minor control over other bonds. The bond you've chosen also changes the abilities you can call on.

Nature arcanists never struggle to find food in any environments, even prison cells house lichen and rats.

Notable
Light Magic

**Main Idea**

No one is perfect. All must be purified.That is the basis of light magic. Practitioners of light magic seek perfection. They believe that all of their faults need to be destroyed. The core value of light magic is that those practising it must better their selves, and it is a magic that fills the very being with a desire to change one's self, and indeed, gives the user the urge to make everything better. The light illuminates and purifies, and what it cannot understand or make pure, must be purged.

To practise light magic is to discover faults and to rip them out, to confront personal and infernal demons and rise over them. To rein in weaker human urges and to force them into submission. To control. To be composed.

A light arcanist can manifest burning light that damages the evil around them. Light magic users light the way to good and help to raise others from the darkness. This is a path only taken by those who have a will of iron and a dedication to improving the world around them.

Practise of light magic is the pursuit of godliness. The aim of it is to become an angelic figure of righteousness. A bastion of justice. All must be good.

**Manifestation**

Unlike dark magic, light magic usually appears only after a concentrated effort to attain it. Someone who desires perfection, someone who wants to save a life, or someone who seeks justice. This is a magic that must be taken. It must be taken with a pure heart and only the best of intentions or it will destroy those that try to abuse it.

The magic is rigidly unforgiving and expects much of the arcanists that use it. It expects those to better themselves and if they fail to do so, it will be a painful experience. It is a magic only for those who can handle it. If someone can not embrace their vitues then light magic will damage them, wreck them, then spit them out. It has no mercy for those who can not be virtuous. This is a gifted magic, coming from The Light itself.

**Capabilities**

The use of the magic is about as rigid as the people who use it. It cannot be used for evil purposes.

Light is inherently good magic, and it's applications are all good. It can heal the injured, provide sustenance for the starving, soothe the insane and in extreme cases, perform even greater miracles. It's rumoured that those who draw upon the Light can even bring back souls to very recently deceased corpses.

Those who try to twist the light suffer greatly.

**Notable**
Magic

Magic comes in many forms. The arcane is rarely understood by non-practitioners, and the divine powers are understood even less so.

What is magic?

Magic, or Arcana, is the manipulation of an ethereal energy called mana in order to manipulate the physical world and shift reality to ones will. The exact origins of magic are almost as old as the world itself, but the most notable of users have been written about seemingly before mass writing, in the symbolism known as glyphs.

A person's training plays a role in what magic they themselves are capable of, but certain bloodlines and other genes determine some affinities and capacities, leading commonly to magi families intermingling in an attempt to get stronger children and more powerful generations.

Types of magic:

Elemental

* Fire
* Water
* Earth
* Wind

Nature

* Fae
* Fauna
* Flora

Enhancement

Enchantment

Compulsion

Illusion

* Glamours
* Shadow
* Rainbow

Light

Dark

Chaos

Order

Conjuration

Spiritualism

Divinus Magic

Corrupt Magic
Places

The various locations that can be visted.

Tower of Seraphim - A large ivory tower in the outskirt of the Dagon woods. For more about the faction, visit the "Order of the Angels"

Dagos Woods -

Silvan Woods - A massive sprawling area of trees and calmer serene life. It has large clearings almost like plains, and is home to the Silvan Court, the seat of power for Livia Silvan.

Almarat Desert -

Skalliga -

Venepatria -

Saalgard -

Black Marshes -

White Frost Range -

Gaia's Throat -

Almarat -

Alisar -
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Albrecht von Yeralt

**Summary**

Albrecht von Yeralt is the man who is most responsible for allowing Valstadt to grow powerful, but it was his impact away from the nation, in his later years, that have had the greatest, and the most negative impact. Although his potency as a magi was remarkable, his dark experiments and usage of both the occult and of the dark abyss were what made Valstadt the most remarkable power of its day.

Towards the end of his life, he understood the implications of his corruption, but maintained it and continued to delve further into it despite of it all, much to the chagrin of his demonic accomplice Poenitentis. In the end, his body was ripped to pieces and torn asunder by his enemies in the midst of a battle, and his soul torn apart by the various forces he had given pieces of it in order to accomplish so much.

**Early Life**

Albrecht was born the first born son of Gerome Yeralt, as such was trained and learned in all matters of politics and statecraft in order to inherit the throne of Valstadt. During this age, the fertile lands that would become Venepatria were beginning to unify under another's banner, and the islands of Skellige were revolting against Saalgard.

As a child, Albrecht was typically a kind person, especially to his sisters, and fiercely competitive with his brothers. Despite this spirit, he was one of the physically smallest, and in fact, he was quite sickly. He was seen to be adept in magics concerning the dark, especially in channeling pestilences.

In his studies, he had a somewhat lacking response, stemming mainly from his apathy. But in tactics, more so those that regarded the martial arts, he excelled. He was not as capable with a sword or with a shield as any of his brothers, but he was much better at outthinking them.

As early as he could remember, the nation was at war with

**The Crown of Valstadt**

**Later Life**

**Power and Capacity**

**Relatives and Legacy**