Realm of Mikräg

The realm of Mikräg is considered to be one of the worst ones in terms of historic timeline, almost compared to the realm of Vadakel. The realm of Mikräg is believed to be set in a timeline in which war is the only solution towards every major or minor conflict, whether it be religion, ideology, or plain indifference. The realm of Mikräg is plundered into the constant state of war regardless of reasons, considered to be the realm of eternal war, never a moment of peace to be found amongst the people. Historians even mention the existence of very dark forces that shadow the realm and wreak havoc as well, plundering the realm into greater chaos that only fuels the eternal war. Their origins remain unknown- perhaps even to the not-so-well-civilized inhabitants of Mikräg.

Mikräg is a near desolate place with many ravaged kingdoms that fell victim to the wars, with a hostile fiery environment filled with dark creatures. Societies who attempt peaceful ideals barely hold their own, the mere idea of their realm being plundered into a sheer nightmare makes even the sanest people lose themselves in the fray, soon becoming mindless dogs of war without sheer reason or purpose. War is the only way to bring about true peace, wherever it may lie, however peace becomes a lost concept over time.

Creatures that roam the desolate and volcanic lands are unique to Mikräg, as they have slowly adapted towards the harsh environment and constant state of war to develop means to outright kill people. The civilizations have tamed the worst of them to use them as instruments of war, in supposed lore, they even ‘modified’ them with magical affinity or advanced technology not heard of in Azura to make them far deadlier. Sometimes even create their beasts through inhuman experiments. It only goes to show how far people would go to advance society- only in the name of war and destruction. However, most of the advancements come through the use of objects unparalleled.

## **Summons**

### ***Apprentice:***

#### **Warhound (BEAST)**

With a slam of palms and a prepared stance, the summoner can bring forth a large hound. A strong bite and intense willpower give them an advantage over the common bandit or soldier. They feel no pain and die once severely injured, which is hard due to their agility. That said, the hound is so depraved and feral that it barely recognizes when it's been tricked, being easily escapable through forcing them towards another moving target.

#### **Arrow Hail (SPELL)**

From the countless battlefields and skirmishes, the summoner is capable of casting up a portal that unleashes a set of 6 arrows towards a target. 5 of these arrows are as strong as longbow arrows (60 lbs), with a single one being as strong as a crossbow bolt (80 lbs). The portal may be cast in a range of 30 feet around the summoner. For an apprentice, using Arrow Hail will leave them nearly exhausted of vitor and unable to use it again.

### ***Expert:***

#### **Hammer of Wretched Justice (ITEM)**

The idea of Justice in the lands is tainted but still prominent through the use of violence, it’s the only way these people know how to pass it onto the wicked. The summoner can call upon a large two-handed hammer that is capable of being used normally for fighting, however, in addition- when the summoner slams the hammer into the ground (or into an opponent), this will create unnatural concussive waves around them, making foes quiver beneath their strikes, and the ground to tremble below them. A Master can create rifts in the ground, breaking bones through the magic shockwave of the hammer. An Oracle can create small craters, shattering bones through the magic shockwave of the hammer. The summoner can only create these earthquakes 3 times before the hammer dissipates.

#### **Aura o’ Thine Eternal War (SPELL)**

One of the few magical auras that the summoner can cast through their power, the aura provides nearby allies of up to 4 people- including the caster, to be influenced by the sheer power of war and chaos, the affected dispel any psychological effects for the duration of 5 OOC minutes. The aura also enhances the *speed* of those that are affected, allowing them to be ferocious around the aura of the eternal war. The summoner has to hold the cast up with at least one hand to maintain the effects. Once 5 OOC minutes pass, all those who are graced in the aura fall under exhaustion.

#### **Bloodthirster (SPELL)**

By casting onto their weapon or fists, one can make their slashes and strikes less bloody. Because instead of drawing blood, the blood gets temporarily stored in a mist around them which the caster can utilize by stopping the cast. Only able to restore small amounts of both vigor and stamina, alongside healing minor lacerations and punctures as the mist regenerates them through arcane energy. The caster can not absorb their own blood to do this.

#### **Mikräg’s Fenrir (BEAST)**

A 7-foot wolf creature that the summoner can call upon for battle, this creature is backward and insane that its origins - even to the people of Mikräg - remain unknown, however, they are constantly used as “beastmen” during the war. They can be used as an instrument of war to cause chaos amongst their foes, using their sharp claws to slash through enemies, however not sharp enough to pierce through the plate.  They are weak to both blunt/edged damage, however, the creature possesses’ strength similar to that of an orc. Fenrir is not particularly resistant to crippling attacks, as a result targeting its joints is the most effective manner of disabling the beast.

### ***Master:***

#### **Steadfast (SPELL)**

Through sheer power and might, one can emerge victorious in the eternal war. To become the best warrior one must be capable of surviving even the most unfair battles in sheer strength. The summoner can cast this effect after receiving a critical wound during a battle (broken bone, major bleeding, heavy concussion). The cast grants the summoner the inability to feel pain both physically and psychologically. This passive only acts for the duration of a fight.

#### **Protection of Pandemonium (ITEM)**

Through war, one’s status in strength can be determined by the looks of one’s armor, forged by the many blacksmiths in Mikräg, the Armour of Chaos is believed to be a set of resilient knightly half-plate, suffering minimal damage from conventional blunt force weapons. A summoner's stature may increase by a maximum of one foot once their plate is summoned. For the summoner, it provides them with a small boost in agility allowing them to maneuver 35 ft. in total at speeds of 35 mph (i.e.; dashing 5 ft. to the right, having 25 ft. left to dash). This boost in speed is provided by peculiar runes in the joints, indiscernible by Azurans. The armor itself is worn temporarily for the duration of a singular engagement, after that, it begins to fade back into the Mikräg realm. It cannot be cast continuously, a long waiting period is implied before the summoner can cast the armor again, considering it will deplete them of most of their vitor.

*Joints remain armored as they previously were before summoning the armor.*

#### **Martyrdom (BEAST)**

A master can call upon a beast of unknown origin, screams of the damned resounding from it. An aura of pulsating red and orange glows. This incredibly sluggish but strong beast is scaled with stone and hits like a bear. The stone beast appears in the shape of a lion but roughly double the size. Upon destruction it explodes into shrapnel in a large aoe. The summoner can purposefully end the beast, at the cost of being unable to summon it again until the end of the battle.

### **Oracle:**

#### **The Servitor (BEAST)**

The dark forces that reign terror alongside civilization remain unknown, but their power is immense on an unfathomable scale. The Oracle of Mikräg can fabricate a believed image of a knight- or dubbed servitor, to fight alongside them. The knight is a skeleton-like humanoid creature that adorns engraved plates throughout their entire body, their face covered by their helmet with red piercing eyes, standing approximately 10 feet tall.

They serve alongside the Oracle as their champion, fighting against their enemies with a sword, having great strength and agility. The Servitor is a sentient creature, meaning communication between only it and the oracle is possible, however, most conversations held with a Servitor only speak about their “servitude”, yet they refuse to elaborate on who they are of service to. It’s believed that the Servitors are ‘close’ to whomever they follow as their leader, almost like royal knights, but used as instruments of war. Particularly resistant to any blights of the mind, a Servitor’s only noticeable weakness are their weak joints and head.

#### **Soulbane (ITEM)**

The summoner- through writhing and terror, can reach their hand into an ethereal portal, summoning a larger sword incomparable to any other due to size and sheer power. Once the summoner grabs hold of the sword, it can not be removed from their hands, lasting for the duration of the fight. The sword stores blood within the very blade, the summoner may use the power of the blood to restore an even larger chunk of vitor & stamina, however, they can only do it once per fight. Only the oracle can wield the sword. The sword is believed to be an ancient relic amongst the Mikräg realm.

#### **Absolute Bombardment (SPELL)**

Once a day, through the realm of war, can the summoner cast eight portals above them. The portals launch  8 flaming trebuchet balls that explode upon impact into the earth, leaving craters and destruction behind. The fragments heavily dent plate to the point of breaking ribs in the 30-40 foot area of effect. The launched projectiles can reach up to 80 feet from the portal, and can all be launched in any direction.

#### **Mikräg’s Arsenal (SPELL)**

The summoner becomes capable of opening a dozen portals above themselves, which then fire a wide range of weaponry of the summoner’s choosing, up to 20 weapons. These weapons can consist of swords, spears, hammers, bolts, arrows, etc. all of which are consistent with standard steel supplied to a large army. These may be thrown towards several opponents constantly until physical contact is made with the summoner, interrupting their cast.  The weapons will dissipate once they hit their target or the ground, going back to Mikräg. All remaining casted weaponry may be morphed together into one 10 ft weapon of the summoner’s choice and flung towards their enemy.

## **Auras**

### **Expert:**

#### ***Endearing Heart***

To fight as a warrior is not just hard hits and speed, but it is to outlast your opponent. With this Aura, **the summoner’s endurance is doubled in comparison to the average person, allowing them to fight twice as long, and resist the effects of fatigue in combat better**. This aura *does not* eliminate stamina, but it vastly improves it for the affected summoner.

*Note; in this case, the Average person is capable of running ~1-2 miles without stopping, and this figure is doubled for those with this summon*

#### ***Everlasting Armaments***

Warriors need their armaments, and armaments need their warriors. Individuals who have devoted themselves to the everlasting armaments of Mikrag will have **their *one* weapon of choice be permanently unbreakable**, and more importantly the weaponry becomes what would be an extension of their own arm- **impossible to disarm unless an opponent is to cut off the limb wielding it. This effect stops if the limb used to hold the weapon is cut off, or the individual who used the blade dies**.

#### ***Warmonger’s Pride***

Those who possess this aura, exude immense bloodlust to the point where others feel intense fear when they engage in battle with this person, an unnerving feeling of death grasping at them from behind. Those who are not mentally strong will often find themselves running away from a battle with such a person. **( This effect of “Fear” is easily resisted by battle-hardened veterans, or mages of equal strength. In the state of fear, if the aura-user approaches with the intent to harm someone who is stuck in fear, the fear will dissipate.)**

*Clarifications below:*

Battle-hardened veterans are people who have gone through several life or death situations, typical parameters set would be, surviving two RTK events as their OC, Being a Knight, or the head of a bandit organization with more than 10 people. Mages of equal or higher strength & Battle hardened veterans are IMMUNE to the effects of Warmonger's Pride, due to abuse.

### **Master:**

#### ***Mikrag’s Warrior***

Weapons are no longer a necessity of the followers of Mikrag, and the Realm’s Warrior will demonstrate such. An individual with this aura **becomes proficient in all forms of martial combat, including swordfighting**. **Bladed armaments used by the user will also inflict damage as if it were a blunt weapon**, an example of such being a longsword striking armor as if it were a warhammer. **Things like maces, hammers, etc are unaffected given they don’t count as a bladed armament.**

#### ***Apostles of Bulwark***

Apostles of Bulwark devote their skills towards mastering defensive tactics, conditioning their body to withstand even the mightiest of blows. **Moderate slashes, bruises, moderate burns, and small stabs no longer affect the individual.** These normal lacerations and injuries are generally impossible to occur, and their durability will reflect such in the field of combat. **Blunt force, however, will continue to cause damage to the Summoner.**

### **Oracle:**

#### ***Wrath of the Champion***

Victory is reserved for those who are willing to pay its price. Though perhaps this is not always true, especially so for a proclaimed Mikrag Champion. An individual who has been torn through the development of not only himself and his combative skills, but the fortitude of development into the very realm of Mikrag itself; is forever churned with his anger, and in both a literal and metaphorical sense, too angry to die. Afflicted with such emotions and ethereal ability, **the user can completely negate a singular killing blow in any encounter**, retaining deadened eyes until it has concluded and they can be mended. **This is a one time thing, where it allows them to live through a singular PTK/PTC hit in general, rather than it being a continuous thing.**

#### ***Soul of the Sanguine Knights***

Knights who proclaim themselves to be the progenitors of the dark arts known as Bloodcraft, they are ruthless knights of Mikrag who show no mercy- their bodies accustomed to a wicked bloodline. Oracles bestowed with this ashen soul renders their body as **lifeless. Their appearance altered to a more ashen tone than their original counterpart, their ability to sleep and eat all no longer required. The Oracle can feast on corpses to regain their lost vitor and strength.** **The effects of Bloodthirster are increased to healing larger lacerations and punctures, while still only restoring small amounts of vigor.** The Soulbane remains unaffected.