Realm of Sheol

The vast surface of Sheol is a barren landscape dotted by countless volcanoes all seemingly erupting perpetually. A peculiar force resting deep within the hearts of these volcanoes shapes the beings that inhabit these lands. Avatars of flame and earth wander without purpose as anything created or inhabited here is soon destroyed by another powerful eruption. The only things which exist within this plane are beings as chaotic as the world around them, twisted by flame and forged in the bowels of Sheol itself. Every single painful day is filled with a perpetual cycle of flame and torment, in which the strong rule and the weak simply melt into ash. Life here is as brutal as it is bright, untouched by the hands of gods. Such a volatile place only brought forth the mere mild glance of Cherog, smiling with glee before simply passing through. Sheol’s lost world may be one of the few places where none touch, none until now of course.

Sheol is of its own creation, such is said within the charred talismans which dot the now plastered wastes. It’s said that once a tyrannical creature of both flame and stone was forged within the core of Sheol, then led an army to the surface where they would enact the will of their decrepit ways across the unwilling inhabitants. Those who resisted wouldn’t last, their kingdoms and strongholds crumbled and withered away as the undying flames choked the air and suffocated their pristine walls. Those who survived were indifferent to those who had conquered their lands, twisted by the flame into something far greater. For a time Sheol came to a peaceful balance. The beasts and creatures of Sheol became familiar with their new environment and the people, albeit cut to ribbons and in shambles, pulled themselves together. In the following generations the people of Sheol would become used to the flame to the point where they could walk among it, defying their own physiology and they had defied the beast from below. Forming from the ashes of their charred world arose countless bands of truly powerful beasts and warriors, sweeping over the ash-covered mounts like a fiery phoenix. Even as the flames still choke the air and tarnish their suns, the beings of Sheol stand steadfast on their broken realm, vowing to never let it fall to the hands who had burnt them ever again.

## **Summons**

### **Apprentice:**

#### **Flaming Skull (BEAST)**

This beast resembles a large humanoid flaming skull with a height of 5 feet at maximum. The creature will disappear whenever it's more than 6 feet away from its caster. The creature is capable of casting second-degree waves of fire towards their victim. Their attack range can reach 10 feet maximum. There can be only 1 flaming skull at a time. They are immune to physical attacks as it's completely made out of the fire, however, water and ice-based attacks will harm the creature effectively.

#### **Peas of Sheol (SPELL)**

These peas are small fireball projectiles, similar to peas. To summon these fireballs, the practitioner has to cast through its fingertips, which will then spark and grow flames above its fingertips. Continuous use without gloves will result in burn marks.

- As an ***apprentice***, the small flame is rather weak, similar to that of an intermediate pyromancer. Its maximum spell range is 15 feet, and they are quick to create.

- As an ***expert***, the flame augments in size but not in heat, being one foot long in diameter and its heat compared to that of an intermediate pyromancer. Its maximum spell range is 30 ft, and they retain their quick creation process.

- As a ***master***, the flame augments in heat and size, being three feet long in diameter and its heat compared to that of an expert pyromancer. Its maximum spell range is 60 ft, and they still retain their quick creation process.

- As an ***oracle***, the flame augments in heat and size, being five feet long in diameter and its heat compared to that of a master pyromancer. Its maximum spell range is 90 ft, and they retain their quick creation process.

### **Expert:**

#### **Skin of Sheol (SPELL)**

A summoner may cast upon themselves (or whoever is touching them) the gift of Skin of Sheol. The affected skin turns a stark grey pigment like that of a drow, rippling with red-orange masses running along the veins. Once applied the user becomes invulnerable to most\* fire-based attacks (Natural flames, Expert Pyromancy) save for stronger vitor-orientated spells (Master+ Pyromancy). However, progressing further through summoning will warrant further success from such castings. (E.g Expert = Expert, Master = Master, Oracle = Archmage Pyromancy defense). This spell can be applied to three individuals simultaneously, however, it reduces the length of which it can be cast for, multiple casts will deplete an expert summoner’s vitor to the point of being unable to cast any other summons, however a single cast can be maintained with more vitor to spare.

#### **Sheol’s Serpent (ITEM)**

Summoned into the hand of the summoner, Sheol's Serpent takes the form of a serpent-headed staff. On command, the Serpent will extend forth from the length of the shaft towards the first man or beast it is directed to engage. Capable of twisting and contorting itself to avoid damage, if not destroyed during its initial attack, the serpent will drive its fangs through whatever open skin that they may have or apprehend them by wrapping themselves around the individual tightly. Once the fangs have buried themselves into their victim’s body, the unfortunate recipient begins to undergo the feeling of being burnt alive on that small part of their limb, their skin chars and flame spouts from the bitten area. If not attended to quickly these symptoms will lead to intense, distracting pain. **The effects of the Serpent last for 5 turns.**

Once the venom has been nullified by any sort of medical treatment, the victim will feel tired and hazy. Flames will dissipate but charred skin will remain. Reduced vision and mirages have been recorded within victims of such a spell. That said, after the serpent has successfully bitten a victim, it merely disintegrates into ash, preventing it from biting multiple people**.**

#### **Orb of Flame (SPELL)**

In the wake of the undying flame comes forth a sphere of ash and fire. The summoner may conjure this sphere near their bodies. The sphere is capable of firing spurts of flame, similar to an intermediate level of pyromancy. It acts as a turret of sorts that the summoner can control. The orb itself is extremely hot. Touching it would result in a 2nd-degree burn. At Expert, they summon 2 at intermediate pyromancy level. At Master, they may summon 3 at expert pyromancy level, and at Oracle, 4 at master pyromancy level.

#### **Sparking Sprites (BEAST)**

Standing as tall as an imp and vaguely humanoid, they are effectively massless yet they still are attached to the ground. They cannot be conventionally damaged by blade nor arrow and must be extinguished by water or earth. When summoned they will respond to any command given to them by their summoner, attacking whomever the summoner directs them to. They can cause 2nd degree burns upon just about anything save for metal. At Expert, they can cast 2 of them at a time. At Master, they can cast 3 of them at a time. At Oracle, they can cast 4 of them at a time.

### **Master:**

#### **Pyreglazer Phoenix (BEAST)**

A great bird of prey the size of the largest of eagles, the Pyreglazer Phoenix may be ushered forth. As they fly they can spread ember and flame, burning the landscape with infernos as hot as an Expert Pyromancer. Incapable of feeling pain and extremely hot, projectiles -except those made from water- will be rendered inert before they even come into contact with the Phoenix. It is exceptionally fragile to melee attacks, surely doomed if it breaks its wing. When killed or when commanded to do so the Phoenix will explode into a fiery blast, engulfing anything flammable within an effective area of 20ft.

#### **Dune’s Wrath (ITEM)**

A 13 ft. torrent of debris spews forth from a staff archaic and crumbling in appearance, carrying all but the likes of giants in its wake a fair few yards away from the casting point. Additionally, casted insects spew from the dust, morphing into tiny, flaming, scarab beetles. Hundreds of these insects swarm in the wake of the wind, directed upon a single target of the summoners choosing. If the wind torrent does not strike its target the insects will not follow up. Their bites make an individual feel as if their skin is burning, with only those with extreme willpower being able to persist for long amounts of time. After subduing their victim or at the command of the summoner to cease the insects disintegrate, preventing repeated use. These insects are easily destroyed by persistent earth or wind, though notably resistant to flame.

#### **Sheol’s Ashen (SPELL)**

Erupting into an ashy mass from the summoning point, the Summoner will transform into a smoldering being, similar to a Cremated undead, having no mass except for what armor the summoner had worn before transformation, however, *this armor will be heavily damaged*. The summoner receives most characteristics of a Cremated Undead, yet retains their intelligence and control. Unlike Cremated, small amounts of water are ineffective at stopping them (Cups, vials, light rain, etc...), it will take *a bucket of water or an equal amount of water* to put the Ashen in a catatonic state for **1 combat turn** after dumping it on him, and still consuming vitor while frozen. If contained inside an ample construct, such as a jar, the caster has the ability to melt through normal glass. The summoner can remain in this form for a **maximum of 10 combat turns**, and once the 10th turn ends, the summoner will automatically transform back to normal, unable to use it again for the rest of the combat encounter as it uses a lot of vitor.

### **Oracle:**

#### **Cross of Conquerors (ITEM)**

A summoner may usher forth an incredible bout of energy through the former hilt of a greatsword. The hilt erupts in flame three feet in height and in diameter, melting it in the wake of the ignition. This large cross of flame and fire destroys all in its wake, melting or completely burning away all that is in its path. Upon contact, the summon immediately sparks fires and sears skin. Plate, if the attack has prolonged contact to the metal, will be heavily degraded and nigh useless against the attack. As per the item's destruction, this spell is rendered a one-time use, preventing a single item from being used multiple times, and is an exhausting summon to utilize.

#### **Draconid's Promise (SPELL)**

Conjured up by the summoner, a rift between Sheol and Azura will appear, a temporary hex is formed in the surface that the summoner channels it from. Following this a searing geyser of dragon flame erupts from the rift, rising to heights (or lengths) of 16 ft. Once the blast erupts forth, little can stop its effects. None but the most skilled of pyromancers (archmages) may deflect such a blast and the searing heat renders most metals redundant as it melts together joints and smolders chainmail. After the blast has completed the hex will recede from the earth upon which the attack originated and maybe cast again, though multiple rifts can’t be opened at once.

#### **Tyrannus Draconis (BEAST)**

“He who finds himself at the mercy of the Tyrant will be damned by all manner of things, flesh twisted till’ bound like ropes, teeth shackled and bones bent to cope, monstrous and all-knowing, eating and seeing.”

Summoners beware of such a horrific creature, one so hellbent on others' destruction that no command will halt its wrath. A creature so unknowingly chaotic that the gods who sought to imprison it feared what it was capable of. The Tyrannus Draconis or as it is more commonly referred to as a ‘Hydra’ is an otherworldly true dragon, the tyrant of Sheol. It is the alleged conqueror of Sheol’s inhabitants and now it submits its power to those who grant it passage.

Standing (20 FT) tall with teeth as long as broadswords (2 FT), the great Sheol Hydra is something of a titan. Scales as thick as the finest armor (5 mm) and talons like great war picks, only the strongest metals and most powerful of siege weaponry can bring such a creature down. It does not spit fire nor acid nor scalding water, for that is what it's smaller cousins make. Instead, it has three putrid heads, tipped with dagger-like fangs which curl outwards to ensnare prey. If for instance, a head was to be severed from the beast, two would most undoubtedly grow in its place (With an utmost maximum of five heads at any given time), only ceased by one charring the stump they came from. The Sheol Hydra is not easily defeated, requiring all its heads to be destroyed before it may return to regenerate in its own realm. Summoning the Hydra will leave an Oracle nearly exhausted of his vitor, considered a last ditch effort.

#### **Infernal Dome (SPELL)**

A summoner, specifically an oracle is capable of unlocking this highly destructive spell. Bringing both hands to the ground a dome full of flame slowly extends from the summoner, repelling everyone and everything nearby until reaching a final radius of 15 meters and a height of 15 feet. Those who attempt to remain within the radius of the flaming dome are met with burns strong enough to cause flesh to fall off the bone while escaping it as it slowly forms renders much less injury (first-degree burns, non-permanent scarring). The summoner is capable of releasing their hands from the earth only once it completes formation and may attack or rest within, through forming holes in the dome, until the flames fade away after several minutes. A final defense, the summoner will feel intense exhaustion after its usage.

## **Auras**

### **Expert:**

#### ***Serpent’s Tongue***

An acustomness to fire and heat has not gone unnoticed by the Tyrannus, thus he bestows the gift of the Serpent’s tongue. With this a summoner may speak to any serpent, whether fantastical or not. In response a serpent may converse back. This does not mean the serpent will parlay with the summoner, although snake charming is made significantly easier. Similarly this aura allows the summoner to speak in Draconic ***if taught by a draconid or those who already speak the tongue***. Those with this aura also change physiologically, growing a series of serpentine fangs of which to inject the potent venom of the Sheol Serpent.

#### ***Desert Chaser***

The ashy dunes of Sheol glimmer with the snake-trials of warriors. Here in the sands a summoner of such an aura is most at home. With this Aura a Sheolite may move through sand as if it were water, diving beneath the dunes to safety up to 15 feet below while an aggressor may be stuck on the surface. Beneath the sand their presence is nigh undetectable without the use of a Seer, allowing the Sheolite to enact ambushes on their foes. *Seismic sense* is capable of detecting the summoner *mere seconds before they launch an attack*, disallowing them from performing any significant counter, but allowing some terramancers to have a possibility at dodging.

#### ***Ashy Acclimation***

Harsh deserts brew the most resilient of creatures, even the summoner themselves. From fire comes ash and charcoal, carcasses of old. Possessing this aura allows the summoner to attract the byproducts of fire (Charcoal, Ash, Soot) to themselves whenever it is present. Alongside this notion, any of these byproducts that have gathered onto the individual will make them hot to the touch- delivering 1st degree burns upon brief contact; and 2nd degree burns from prolonged exposure. (2 rolls or 2 actions respectively)  Their aura is characterized by an increased level of body-heat, allowing them to subsist in environments that would otherwise have someone killed with the onset of chilling cold- and being able to utilize their own body-heat to warm others in a 5 foot vicinity to share these boons.

### **Master:**

#### ***Reptilic Affection***

Sheolites have a special connection not only to draconids, but to Reptiles as a whole, with this aura, **Reptiles and Draconids are passive towards the specified Sheolite *unless* they are attacked first**. Wyverns, Urgunths, and Drakes all begrudgingly respect these summoners. On top of this, **those with this aura may ally 1 *(non-staff-beast)* companion, as long as they are a reptile/draconid**.

* **These companions abide by the beast PTK/PTC rules (RTK/RTC if they attack first, PTK/PTC if attacked first).**

#### ***Sheol’s Scales***

Harsh deserts brew the most resilient of creatures, evident even with the summoner themselves. Upon possessing the aura of Sheol’s Scales, the aforementioned summoner will develop a permanent boon of shedding skin- much like a snake or other reptiles would; keeping an individual in the prime of their physiology permanently. **These scales that adorn the body offer the protection of leather**. On top of allowing Gambeson + Chainmail to fit over it.

### **Oracle:**

#### ***Phoenix Reinvigoration***

Heat applies in everyday life, and importantly, it applies in a medical sense - Cauterization, discomfort prevention, and so on - all things that have been taken and placed into use by sheol summoners. **With this Aura, sheol summoners are capable of healing severe injuries (not PTC/PTK) over time. Minor injuries taking mere seconds to heal, and moderate injuries (Lacerations, slashes) taking up to 3 minutes to heal. Severe injuries (Impalement, etc) will not heal, but will be effectively cauterized, stopping the bleeding after 5 minutes.** The healed skin turns gray - much like a drow, at first, but will usually return back to normal skin color after a while.

#### ***Volcanic Vengeance***

The only thing comparable to a Sheol’s rage is the violent eruption of a Volcano, and as such, this manifests physically into the body of an Oracle - as an **Oracle’s blood transforms into molten lava**. Their skin does not heat up, but the **veins across their body glow a vibrant orange**. The lava in an Oracle’s veins burns as hot as normal lava (800C-1200C). **This, while not melting steel, will cause swords to bend/warp under the heat after just a few minutes of exposure (1.5 OOC minutes)**