Realm of Eldingar

With the gods storing away all of the realms and the power to attune to the other worlds, lives the vast and endless library that is wealthy in vast amounts of knowledge going over the history since ancient times, as well as true history over other realms and other unknown anomalies. Unfortunately, no signs of civil life are to be found within the very depths of the library, reasons are up to speculation.

With the realm being composed of nothing but an endless library, there is no sight of any natural lands or fauna; excluding the beasts who guard the desolate hallways. One would assume that the knowledge held within can be considered great knowledge, enough that it can send other realms to advance their society millennia ahead, which is why Eldingar is considered a realm. However, there also exists forbidden knowledge that dwells deep within the old halls, lying dormant but guarded. During the reign of the tyrannical gods, it’s believed that Menthava used this realm as her domain; using the library to source all of her infinite knowledge and provide it to her most trusted followers and divine agents. With Menthava’s death, the halls are now empty, quiet... never to be heard from again and locked from other realms now.

The existence of the creatures and how they came to be however is a different story, with some spot-on speculation. Historians predict that the beings within used to be products of a former society that used to live a prosperous life within Eldingar. Sharing the knowledge between one another while also using the creatures to protect the forbidden knowledge, Menthava soon came to silence out the society, her greed making her horde all the knowledge for herself, and the creatures redirected to harm all who seek to restore anything from the library. With Menthava no longer in the picture, the beings roam with the directive to eliminate those who intrude, even with no master to control or say otherwise. As of now, the library is home to a bunch of these unknown creatures, as well as home to some old relics from a forgotten age.

## **Summons**

### **Apprentice:**

#### **Booklings (BEAST)**

Swooping between the lost archives of Eldingar comes to a very peculiar phenomenon, animation of the means of storing information itself. Using their attachment to the realm a summoner may pull a collection of 2 flying books to their aid. While they aren't mainly used for combat, they can certainly assist in a number of day-to-day problems, capable of retrieving objects for their masters and acting as airborne scouts. If a summoner requires it, they may manipulate the pages of these creatures in order to inflict cuts and slices into any exposed skin on an opponent. Despite their enhanced durability, they cannot slice through armor above gambeson. To communicate with their masters they procure simple phrases on their pages, letting them convey more than just panic when relaying information. However, if the summoner wishes to use their pages for other uses, the information gained by the creature will be wiped away.

#### **Librarian's Waste (SPELL)**

It is said that this ink was used to write the books in the eternal library of Eldingar, glowing with a bright blue hue and giving the work of a summoner an otherworldly and unique marking. However, that is not the only use for this ink. Through an open-palmed cast, one can create a gateway portal above a target within 15 feet of the summoner, manifesting a mass of mystical ink. This is disorienting, makes movement sluggish, and makes it difficult to open one's eyes if applied to an adversary. Because of the nature of this ink, continued exposure to it will cause low-level irritation burns on the skin or open orifices. Notably, it also sticks them to the floor for half a minute before disintegrating enough to walk with ease.

### **Expert:**

#### **Seering Specter (BEAST)**

One of the few sentient and less than terrifying creatures that reside in Eldingar. The Seering Specter is a floating translucent figure of a blue complexion that was once used to locate books in the halls of the realm of Eldingar. For the summoner, however, the specter provides insight into the natural world and the vitor around them. Feeling and even seeing the presence of arcane magic, they can also sense magical properties within items. However, its limits are in its range; only capable of detecting magic from up to 50 ft. The Specter is also unable to detect objects through barriers.

#### **Orb of The Headmaster Scribe (SPELL)**

Becoming so vast in knowledge, the summoner can utilize this ancient orb to temporarily ‘seize control’ of a certain skill, these skills pertain to the use of certain fields found commonly in Azura, such as; Medicine, alchemy, farming and nature. They can only seize control of two skills at a time, the knowledge however is not permanent, regardless of how many times the orb is used. Once the orb is deconjured, all knowledge will fade out of existence until the summoner calls upon the orb once more. The skills listed here are the only ones that can be learned, others would have to seek approval.

#### **Mantle of the Wise Elder Sage (ITEM)**

A robe adorned to the once great “Wise Elder” of the ancient times, believed to be the first ruler of Eldingar before their society fell to Menthava’s greedy wrath. Summoners who call upon the robes of the wise elder are graced with an unknown sensation of power. They can shield their mind from expert psychomancers. Masters can shield themselves from master psychomancers, and Oracles from even the likes of Arch-psychomancers.

#### **Prism of the Deceitful (SPELL)**

The summoner obtains the ancient relic of deceit, believed to be used by many beings- both mortals and former gods, even the god-king was rumored to have used this prism. The prism allows the summoner to create a doppelganger relatively in exactly perfect detail, and use this puppet to cast summons through as well. However, the summoner must be within a 50 ft range to continuously use the prism, and the doppelganger can easily be thwarted with one attack. Another way in which a doppelganger differs is that it is incapable of speech. The prism also lights up when it is used, meaning concealment is hard unless the summoner is smart enough to do so. The doppelganger can be spotted as well with an opposing Seering Specter summon, including where the caster is.

### **Master:**

#### **Ayrliax Crawlers (BEAST)**

Arachnoid-like creatures that roam the Eldingar library, the former people of Eldingar were known for creating these creatures to appeal to any intruders fear, the Ayrliax crawlers are capable of latching onto walls and shooting webs at targets to stop them in their tracks, entrapping them until someone can cut or burn the webs by normal means. Alternatively, the crawler can muster up a toxic spit that burns the body with second-degree burns. The spit only remains intact for 3 seconds before it dissipates, meaning that attempting to retrieve any of the substance from the crawler is impossible and will fail to work every time regardless of method. The spiders are quick in their movements but are susceptible to being down quite quickly.

#### **Overwhelm (SPELL)**

To obtain everything, one returns to nothing. Twice a day a master is capable of casting towards their target, leaving them stunned for around thirty seconds. It can be used against 2 people per cast. Overflowing their minds with information, so much at once that they cannot comprehend it. This knowledge being sourced from the archives of Eldingar is not allowed for mortals to know of, thus, a spear from the archives guardians will appear and thrust into the center mass of the targets through portals above the caster.

#### **Ring of the Arcane Mages (ITEM)**

The summoner can cast upon one of the few relics that reside in the library, an artifact forged as a way to utilize certain elements of mancy, excluding some of the more foreign types (i.e; submancies). The ring provides the summoner with an option to hold expert-level mancy from one out of three available mancies; pyromancy, hydromancy, and herbomancy. However; it’s limited to only expert level, and can only be cast 3 times by the Master summoner, whereas an Oracle can cast 6 times before the ring dissipates. However, using two spells consecutively is impossible due to the taxing nature of the ring. The ring's power is severely limited because it is not meant to be used by mere mortals, let alone those who are not attuned to any of the three types. Using the ring is taxing for the summoner, even an Oracle with the most control will suffer from wielding the forbidden ring.

*· Only the summoner can use this ring.*

### **Oracle:**

#### **Ez’gins Old Knowledge (SPELL)**

Upon raising their hand in a cast, their mind changes massively and they temporarily obtain knowledge for the realms lost ancient arts. Around the caster, a field deploys 35 ft around the summoner. Those caught within the deployed field are harmed if the summoner wills it, capable of choking, throwing, or crushing them with telekinesis. Those with extreme willpower such as an Archmancer can attempt to resist these effects. The summoner could also speak telepathically through the field. Upon the summoner decasting the spell, he will obtain a massive headache.

#### **The Divine Coronation (ITEM)**

“The Divine Coronation” as it is dubbed in the ancient archives, is a uniquely fitted crown that belongs to an unknown ruler of an unknown era, the crown itself is so lightweight that when holding it you can feel it almost dancing freely in your hands. Upon wearing the crown, the summoner can use the power of the divine coronation to disable one Master mancer at a time. Anyone below master mancy cannot be affected. In addition, the user gains insight into all things around him, seeing through illusions, magical darkness, and invisibility. Archmancers can be weakened with the divine coronation, however, it is extremely taxing to the psyche of the summoner. It brings their spells down to the expert level.

#### **Augur of Souls (BEAST)**

The entity presents itself as a floating eyeball, roughly 10 feet in size, with ethereal-like symbols rotating around it from 5 separate rings. The rings project uncanny and horrifying imagery specific to each individual that sets eyes upon it. Those caught within 15 ft of the creature will be frozen in place, unable to attack or approach it or the summoner anymore unless they are attacked directly. The summoner may then set the Augur upon an individual, after which it will aim its rings towards them and project their recent memories into the mind of the summoner. Summons that shield the mind from psychosomatic entities such as the Aura o’ Eternal War', or the power of arch-psychomancers, will be immune to the terrifying presence of the entity and its ability to assess memories. If the Augur’s ability to read minds is nullified, it will instead use its giant ethereal rings against enemies, capable of pushing them towards enemies fast enough to cause concussions. Any successful attack on the giant eye itself will instantly dispel the summon.

#### **Precognition (SPELL)**

Through the realm of knowledge, being one step ahead means everything. Oracles may cast once every engagement in a 50ft radius around them, pre-reading movements and detecting them before they happen, **lasting for 5 combat turns**. They can only use this spell on creatures with a mind. A boulder falling down a hill has no mind, and thus cannot be seen. However one may see decisions before they happen such as knowing that a crossbowman will fire a bolt two seconds earlier, though nothing further. Memories or secrets cannot be read.

## **Auras**

### **Expert:**

#### ***Master of Languages***

Eldingar is based around knowledge, but just as much, it is based upon understanding. Those who master this Aura are capable of **understanding all** **Languages & Ancient Languages (*Native Dormian, Monic, High Syndarian, etc...*) by gaining access to a book pertaining to the study of that language.** *(I.E, instantly learning Tallariic via a dictionary on the Tallariic language, etc.)*

#### ***Enigmatic Authorship***

Eldingar Experts with this aura are capable of speaking in tongues and remaining understandable, to the right people. With this aura, Eldingar summoners are **capable of completely encrypting a message to everyone except its recipient**. Only another summoner with this may be able to decrypt the message or the intended recipient- others will **become vaguely disoriented by the gibberish.**

#### ***Transcendent Voice***

Eldingar’s knowledge, with time, passes beyond the layers of realms. Knowledge pertaining to the realm of Eldingar leaks into the minds of those who are blessed by it, and thus, Eldingar Summoners with this Aura are capable of speaking the language of the realm of Eldingar. This unique boon allows the summoner to cast through their words rather than their hands; increasing the speed of their casting; putting them on par with that of a mancer’s casting speed of a similar level.

### **Master:**

#### ***Mind Numbness***

To control the mind is to control the body - like a puppet on a string, bending it all to your whim. With this summon, **Eldingar summoners are capable of completely numbing minor and moderate injuries.** *However*, **when the summoner has received 3 *severe* injuries, the pain of *all* injuries returns, and any injury received afterwards will *not* be numbed.**

#### ***Extrasensory Perception***

A knowledge to see not what is just in front of oneself is paramount to a Summoner of Eldingar. **Anything within a 15 foot radius of the summoner can be sensed as if they can see anything in that area.** This aura works as if there were **eyes in a 360 degree radius around the Summoner** - and **the sensing cuts off if obstructions (such as walls) are in the way.**

### **Oracle:**

#### ***Runic Development***

Followers of Eldingar have not only developed the languages of man, but the languages of the arcane. It is with this knowledge that Runic Development has opened its pathways, with **an individual learning to read and comprehend all levels of runecasting as if they were runecasters themselves.**

#### ***Projectile Endearment***

Around the Eldingar is not just a shield of knowledge, but a shield of force itself, protecting them from incoming ranged attacks. With this summon, **all *physical* ranged attacks (bows, arbalests, ballistas, etc.) are slowed to the point that they may be dodged without a roll**. This allows the Eldingar to remain practically invulnerable to arrows and bolts, ***however***, **if the Eldingar is trapped in place, then they will be unable to avoid the arrow, and can only hope the crossbowman is a bad shot.**