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	<id>https://wiki.ephimoria.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TimmyTG</id>
	<title>Ephimoria Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.ephimoria.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=TimmyTG"/>
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	<updated>2026-05-11T13:52:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Writher&amp;diff=1100</id>
		<title>Writher</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Writher&amp;diff=1100"/>
		<updated>2023-08-03T09:30:27Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Bush   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  The Writher plant would consist of many roots, which extend out in a very mangled and ugly manner along the jungle floor. The entanglements tend to blend exceedingly well from the forest floor, being of a dark green color, which blends well the forest floor. Small hairs are found on these small, spindly...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bush&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Writher plant would consist of many roots, which extend out in a very mangled and ugly manner along the jungle floor. The entanglements tend to blend exceedingly well from the forest floor, being of a dark green color, which blends well the forest floor. Small hairs are found on these small, spindly roots, which are said to be able to create static, this static is what makes the roots appear to be writhing, and thus granting them their name.&lt;br /&gt;
&lt;br /&gt;
The flower of the Writher plant would be similar to that of a mouth, rimmed with spiky hairs and set white open. The plant is said to be slightly carnivorous, attracting small rodents and bugs into its mouth with its flies and using them to send it straight for its mouth. the &#039;head&#039; of the plant would be a bright green tone, lined with rims of purple where it would form the &#039;lips&#039;. Many of these flowers may form on the carpet-like plant found at the forest floor, being notorious for tripping those who wander into the jungle unknowingly and unprepared. When objects would enter the mouth of the trap, it will close and consume its prey, sending nutrients down to better supply it and allow it to grow.&lt;br /&gt;
&lt;br /&gt;
The stems of the plants are not unlike the Writher tendrils/roots themselves, containing the hairs, but being rather short to support the opened trap. small leaves would form around the head in the spring, giving it a &#039;collar&#039; of sorts, some native to the jungle may be found jesting that the plants had dressed up for the occasion. To harvest the Writher plant for the purposes of replanting- one would find it easiest to remove the seeds, which may be found in the mouth of the plant. Sticking one&#039;s hands inside the mouth would be unwise, as the rimming can be quite sharp from the edges, leaving a stinging sensation that eventually numbs. The roots can be removed, as they are quite shallow, however it can be quite laborious.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This plant is commonly found among the jungle underbrush in very humid rain forests. The plant would be hard pressed to grow in other environments, and certainly would not be found in them through natural growths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The plants will continue to grow throughout the year, having a particular spurt of growth during the spring and summer months, when the weather is most humid and warm. The roots are mostly likely to grow outward, rather than down, much more preferring peeking out at the surface rather than delving within. Flowers will appear at random intervals along the surface, their mouths spread open for pray. The plants will deposit their seeds in the spring time, to the forest floor, where birds and bugs will weave their way through the mesh to pollinate the plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The hairs may be harvested, and woven by skilled tailors into a fine, tough cloth, being a great material for gambeson, this cloth would be quite warm in nature.&lt;br /&gt;
*The hairs are said to have a static quality to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*A light numbing agent maybe harvested from around the mouth, this substance will hold a yellow tint and be somewhat gooey.&lt;br /&gt;
*A coagulant may be derived from the roots and stems core.&lt;br /&gt;
*Should the juices from the inside of the flower itself be harvested and compounded, they can be a key ingredient in making an excellent adhesive, this goo being quite sticky to trap those who fall victim to its mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Wolfsbane&amp;diff=1099</id>
		<title>Wolfsbane</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Wolfsbane&amp;diff=1099"/>
		<updated>2023-08-03T09:29:25Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Flowering Herb   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  Wolfsbane, widely regarded as a being of beauty, hides its devastating effects against lycanthropes within the distinct petals that give the plant its name. As dark a purple as wine, the plant varies little in color from one to the next, though will occasionally be mottled with scarlet red patc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flowering Herb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wolfsbane, widely regarded as a being of beauty, hides its devastating effects against lycanthropes within the distinct petals that give the plant its name. As dark a purple as wine, the plant varies little in color from one to the next, though will occasionally be mottled with scarlet red patches shaped like stains.&lt;br /&gt;
&lt;br /&gt;
Wolfsbane was named such due to its specific appearance, where the minuscule petals curl in together to form an almost bell shape. Contained within the bell is the aspect that grants the plant its poisonous effects against those with the [[Lycanthropy|lycan]] curse. Made up of an extremely soft substance is what is called the core of the plant. The core is a pale white, almost fluffy to the touch. Much like cotton in appearance, it nestles itself within the bell-shaped petals, but this substance does not make fabric. Instead, when handled properly. it creates a substance capable of giving reason for those afflicted with lycanthropy to stay away.&lt;br /&gt;
&lt;br /&gt;
In small villages, it is very common to have a small patch of Wolfsbane growing in front of homes, a superstitious but effective solution to keep lycans from entering, though it won&#039;t stop very determined ones. The plant itself varies in size, but usually won&#039;t grow larger than an area of a few inches. The petals are small, as is the core, requiring quite a few to create anything of substance. The roots are fairly shallow, but can be quite stubborn when someone attempts to remove the entirety of the herb.&lt;br /&gt;
&lt;br /&gt;
Should shifted lycanthropes come into contact with wild Wolfsbane, it would give them painful rashes after prolonged exposure. It does not affect a non-shifted lycan unless they came into contact with it during their transformed state, but they will still feel uneasy around it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legend states that Wolfsbane sprouts from the blood-soaked soil of a victim of a lycanthrope attack, but this is not proven. Instead, they are most commonly found in lush forests with a source of medium light. They thrive in moist soils, where multiple patches will gather to ward away stray lycanthropes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wolfsbane, when given the preferred area of growth, will begin to develop rather quickly, over a period of 10 septs [10 OOC days]. However, the core itself will have a gestation period of about 6 menses [around 1 and a half OOC months] to be fully developed and ready for harvest. It is at this point when the petals turn to their darkest color, and the core fills the entirety of the interior. The time for harvest lasts a period of [2 OOC weeks], when the core then begins to deteriorate.&lt;br /&gt;
&lt;br /&gt;
When the core shrinks in on itself after the harvest season ends, it hardens and becomes a single seed. The petals open, and the wind can whisk the seed away, where it hopefully lands in soil and begins the process anew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If ingested by an unshifted [[Lycanthropy|lycanthrope]], it creates a feeling of stomach sickness, but if enough is taken [for example, two cups of tea brewed with Wolfsbane], it will keep the urge to turn away for a single sept [1 OOC day]. It can be addictive, however, creating a dependence after 3 septs [3 OOC days] while still interrupting the lycan side from taking control.&lt;br /&gt;
*An alchemical weapon made from wolfsbane will affect a shifted lycanthrope at varying degrees of severity. The smallest amount will cause discomfort and a forgettable willingness to avoid the creation, whereas the strongest dose will kill a lycanthrope if kept in contact for enough time depending on the alchemical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Ombra%27s_Teacup&amp;diff=1098</id>
		<title>Ombra&#039;s Teacup</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Ombra%27s_Teacup&amp;diff=1098"/>
		<updated>2023-08-03T09:27:59Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Tulip Flower   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  Ombra&amp;#039;s Teacup is a vibrant flower which grows in small patches of the forest&amp;#039;s floors. Most easily resembling other tulips, the petals of the teacup share the same shape, however not the same wonder. Each petal is intricately beautiful and unique, going from a deep and dark purple towards its ed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tulip Flower&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ombra&#039;s Teacup is a vibrant flower which grows in small patches of the forest&#039;s floors. Most easily resembling other tulips, the petals of the teacup share the same shape, however not the same wonder. Each petal is intricately beautiful and unique, going from a deep and dark purple towards its edges, before turning into shades of lighter purples and magentas towards the petal&#039;s center. Throughout each petal, various speckles of white adorn it, reminding early scholars of the night sky.&lt;br /&gt;
&lt;br /&gt;
The stem of the plant is notably black, while the stamen and pistil are a pure white. It is a pure representation of the goddess&#039;s majesty as most would imagine it, and from this they have come to be used commonly adorning areas of [[Ombra|Ombra&#039;s]] worships, grown even inside of some of her finest chapels. Yet these plants are also known for their other property of granting more refined vision, both at night, and acutely at all times. It is said that those who consume the plant are given this blessing by the Night Mother herself, in hopes that her disciples might make wiser choices. This is however, not proven factual by any reputable source.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ombra&#039;s Teacup resides in heavily wooded areas. It enjoys humid climates with cooler temperatures. It tends to linger in the shade, not needing as much sunlight as some other plants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ombra&#039;s Teacup begins its life cycle in a bulb which is pure white in color, containing the seeds needed for the flower to later grow. Once buried shallowly in mineral rich soil and in cool, shaded areas, it will begin to grow over the period of [1 OOC month] into a full-sized Ombra&#039;s Teacup. It is said to only bloom at night, its petals opening up to reveal small white stamen where the pollen is carried.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Ombra&#039;s Teacup stem can be grinded down and used as an extremely potent jet black dye that is capable of not only looking good, but naturally absorbing any artificial light that is created. *Bio-Luminescence does not apply to this effect.&lt;br /&gt;
*[[Moondrop|The small fibers within the petals of this plant can be woven together to make a fragile fabric.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Ombra&#039;s Teacup most notably can be harvested for the extract of their beautiful petals, which when properly concentrated, can allow the user to have a slight upgrade to their perception and more enhanced vision in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Mouthwater&amp;diff=1097</id>
		<title>Mouthwater</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Mouthwater&amp;diff=1097"/>
		<updated>2023-08-03T09:27:11Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Weed   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  Despite the strange sound of this plant&amp;#039;s name, these are not aquatic based weeds, but are instead found within the inner reaches of the desert, and mesa. This fauna is most often found to be seen in dried out colors, blending in with the heavy plain colors of the desert, allowing them to be almost undet...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weed&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite the strange sound of this plant&#039;s name, these are not aquatic based weeds, but are instead found within the inner reaches of the desert, and mesa. This fauna is most often found to be seen in dried out colors, blending in with the heavy plain colors of the desert, allowing them to be almost undetectable to those without a keen eye. The Mouthwater grows in a bulb like manner, often holding thick leaves around it&#039;s outside edges with a series of loosely colored flowers on it&#039;s top being no more than a foot or so across it&#039;s base. Within these hollowed out plant structures the plant produces a slightly sweet water in which it stores its food in the form of a sugary type glucose substance mixed with water for long periods of drought or seasons without rain. The flesh of the plant are considered sour to the taste, and can be used for dishes or made into types of candies. The roots of the weed like many other types of invaders are extremely long, digging deep into the ground for any possibility of water below the surface, making them very difficult to extract and or replant without causing them damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These bulbs are found solely in the confines of the desert and mesa regions, unable to keep their camouflage elsewhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These weeds spread easily with enough food, often expanding heavily in number during wet seasons. They move and spread by dropping their seed pods upon collecting pollen, to which the winds and sands will move the pods to another location if not picked up by an animal to which they will take root if finding enough solid sediment, especially enjoying old river beds, or areas with possible underground water channels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*This bulb plant produces a sweet sugary water which can help quench thirst in small quantities, however if consumed to often, can have alcoholic like affects, eventually causing hallucinations for a few hours.&lt;br /&gt;
*The flesh of this plant are sour and can be used for food flavoring or turned into candy.&lt;br /&gt;
*The roots of this plant are extremely long and fibrous, allowing for cloth weaving for normal day to day undergarments within the desert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The sweet water in this plant is a very potent hallucinogen, and is often used in many ways.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Lovepetal&amp;diff=1096</id>
		<title>Lovepetal</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Lovepetal&amp;diff=1096"/>
		<updated>2023-08-03T09:26:29Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Tulip Flower   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  Lovepetal has bright pink petal and a wondrous green stem which compliments this color in an almost perfect way. Each petal is in the shape of a small heart, which is where its name is said to originate. Said to be the flowers to pick to see if another fancies them or not, Lovepetal has come to s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tulip Flower&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lovepetal has bright pink petal and a wondrous green stem which compliments this color in an almost perfect way. Each petal is in the shape of a small heart, which is where its name is said to originate. Said to be the flowers to pick to see if another fancies them or not, Lovepetal has come to symbolize fertility and affections between two people. It is most commonly used in festivals of these sort, where they are displayed in masses.&lt;br /&gt;
&lt;br /&gt;
Its pistil and stamen are also this chocolate brown in color, and contain a fragrant scent more commonly used in fine women&#039;s perfume as they emit a rather charming smell. If harvested, the chocolate brown bulbs they procure as also said to add a &#039;nutty&#039; flavor when ground up as spice, being similar to that of nutmeg. Arrangements containing these flowers are commonly given to gifts as newlyweds or lovers alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lovepetal resides in large plains, where sunlight is most likely to be received. It is often bunched with other tulips and other wildflowers in bright meadows of various colors, making it a rather wonderful and charming sight to behold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lovepetal begins its life cycle in a bulb which are a rich chocolate in color, containing the seeds needed for the flower to later grow. Once buried shallowly in mineral rich soil and in moderate climates it will begin to grow over the period of [1 OOC month] into a full-sized Lovepetal. It blooms only in the sunlight, where it likes being observed in large pastures and fields of green.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Lovepetal is said to be able to brew the most wonderful love potions. However, on further examination, if its petals are concentrated, it makes something more akin to an anger potion. When used, the person will feel feelings of disdain and disposition to the ones they meet. This still takes a skilled alchemist to procure, but perhaps further uses could be derived as well.&lt;br /&gt;
*When a skilled alchemist is able to manipulate it, the potion implores not feelings of affection, but rather temporary feelings of loyalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Jade_Moss&amp;diff=1095</id>
		<title>Jade Moss</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Jade_Moss&amp;diff=1095"/>
		<updated>2023-08-03T09:25:23Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Moss   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt; At a first inspection it might look like roots and tree stumps this moss is resting upon is covered in emerald or jade, which is why it carries its name. In dark places it glows and shines, giving off a pure jade color which lights up areas in a beautiful array of peaceful green. Besides it’s glowing ap...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moss&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
At a first inspection it might look like roots and tree stumps this moss is resting upon is covered in emerald or jade, which is why it carries its name. In dark places it glows and shines, giving off a pure jade color which lights up areas in a beautiful array of peaceful green. Besides it’s glowing appearance, the moss is pretty common looking and can be found hiding among other types of moss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The darker parts of deeper and more magically inclined areas of the forest are where these types of plantation grow. It prefers to rest on tree roots coming out of the ground or hollow logs resting on their trunks, and is considered common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Starting out as little seedlings that get stuck to the feet of animals or wandering travelers they mix themselves in on fertile soul with other types of small shrubbery and tend to only grow if they get a medium amount of sunlight. Too much sun and the plant will shrivel up. It enjoys a more wet ground and grows rather quickly [1 OOC Week], remaining alive until winter comes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*As a result of its resistance to crystallization, Jade Moss can be used to stave off the effects of becoming [[Lucience|Lucient]] and can be used as a ‘cure’ to [[Slithershard|Slithershard]] venom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
[[Category:Crystal Biome]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Flint_Moss&amp;diff=1094</id>
		<title>Flint Moss</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Flint_Moss&amp;diff=1094"/>
		<updated>2023-08-03T09:24:51Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Moss   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  A dark grey moss and dotted with small flecks of rust-brown, Flint Moss is commonly found in area of thermal activity or piles of scree. The moss requires fire to spread its seeds and will ignite from even the smallest of sparks. A three inch cube of Flint Moss will burn for 3-4 hours and combust flame c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Moss&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A dark grey moss and dotted with small flecks of rust-brown, Flint Moss is commonly found in area of thermal activity or piles of scree. The moss requires fire to spread its seeds and will ignite from even the smallest of sparks. A three inch cube of Flint Moss will burn for 3-4 hours and combust flame comparable to a normally-sized camp fire. The moss growing on piles of rubble or loose rock is the most dangerous, as friction from shifting stones can cause the flecks to produce sparks, turning what was once a moss-covered mound of debris into a raging inferno.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flint Moss is found in places with thermal activity or with large piles of scree, such as ruined buildings or caves like the Deep Run. It is considered common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The moss reproduces through spores; the spores are released through the plant&#039;s easy-to-catch flame, where it will find a suitable home to grow. If one finds bunches of flint moss in piles of rubble, it may be easy to guess that a fire may be in question for its ruin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Flint Moss is very tough, and often can be tied together and made into rope that can often hold far more tensile strength than regular rope for holding equipment or people.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*By igniting it with even a spark, Flint Moss will rapidly combust; however, its flame is not as hot as a plant like Riverside Wildfire, and offers warmth similar to a campfire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Deep Run]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Flick%27s_Whiskers&amp;diff=1093</id>
		<title>Flick&#039;s Whiskers</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Flick%27s_Whiskers&amp;diff=1093"/>
		<updated>2023-08-03T09:24:20Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Medicinal Herb   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  Flick&amp;#039;s Whiskers appears to be a thin, fibrous nuisance plant that grows in the higher altitude forests- its thin green stalk curls upwards from a thick base that is firmly rooted into the earth. Growing up to a foot high at its greatest extent, the plant bears many similarities to a fern, incl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medicinal Herb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flick&#039;s Whiskers appears to be a thin, fibrous nuisance plant that grows in the higher altitude forests- its thin green stalk curls upwards from a thick base that is firmly rooted into the earth. Growing up to a foot high at its greatest extent, the plant bears many similarities to a fern, including the light greenish-brown color that marks its form. Drawing outwards from the central stalk of the Flick&#039;s, are a number of stringy and gangly branches of the same thin green appearance as the central stalk. These can reach anywhere from three, to eight inches in length, and often hang downwards towards the ground as if wilting.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most notable attribute of the Flick&#039;s Whiskers, is where it draws its namesake. Along the gangly branches are arranged a multitude of white, spine-like hairs, much more rigid than the rest of the plant. These hairs appear much to be the whiskers of a feline type animal, and bear a thin, almost clear liquid across their forms. While the plant possesses no flowering bodies, the whiskers themselves are the origin for its seeding. As pollen from other Flick&#039;s are released, it collects upon the sticky liquid that adorns the whiskers, at times being so dense that they are obscured by a veneer of fluff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flick&#039;s Whiskers can be found in the high-altitude plains, often a fair distance from water sources, as the plant is incredibly hardy and resistant to changes in climate and rainfall throughout the year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flick&#039;s Whiskers begins as a single seed, stored within the core of the slickened whiskers that cover the plant&#039;s gangly branches. Once this seed is pollinated and reaches maturity, the whisker simply detaches.&lt;br /&gt;
&lt;br /&gt;
Carried great distances by the wind, or birds that happen to consume it- the whisker is then deposited in another location where it can grow, typically taking around a year to fully take root. [3 OOC Months] Once this has happened, another year will pass until the plant reaches maturity, and is capable of reproducing or being used for the alchemical purposes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Flick&#039;s Whiskers sap can be used as an ingested substance that prematurely ends any non-harmful alchemical concoctions effect. This does however make any side effect that would occur after the alchemical had worn off occur immediately after it is ingested.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Mammoth_Aumon&amp;diff=1092</id>
		<title>Mammoth Aumon</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Mammoth_Aumon&amp;diff=1092"/>
		<updated>2023-08-03T09:23:44Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;==Plant Type== Fan Leaf Flowering Fern  ==Rarity==  Common  ==Description== A common fern of wide, brilliant fans - the Mammoth Aumon&amp;#039;s stalks possess a pale purple hue whilst hosting its light green flesh. Seen throughout the fan leaves are seen these purple veins.  ==Location==  Desert Tree Shade  ==Development==  Mammoth Aumon spores will be carried by the wind until they come to land beneath the shade of a tree. Over the course of [2 OOC weeks], the spore will grow i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Plant Type==&lt;br /&gt;
Fan Leaf Flowering Fern&lt;br /&gt;
&lt;br /&gt;
==Rarity== &lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A common fern of wide, brilliant fans - the Mammoth Aumon&#039;s stalks possess a pale purple hue whilst hosting its light green flesh. Seen throughout the fan leaves are seen these purple veins.&lt;br /&gt;
&lt;br /&gt;
==Location== &lt;br /&gt;
Desert Tree Shade&lt;br /&gt;
&lt;br /&gt;
==Development== &lt;br /&gt;
Mammoth Aumon spores will be carried by the wind until they come to land beneath the shade of a tree. Over the course of [2 OOC weeks], the spore will grow into a sprout. After [1 OOC month], the sprout will fully develop into a full Mammoth Aumon fern.&lt;br /&gt;
&lt;br /&gt;
==Material Properties==&lt;br /&gt;
*Mammoth Aumon fans are leathery, and can be made into shoes that will not sink into sand or mud.&lt;br /&gt;
&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
*The bulbous root may be consumed as an alchemical that will grow one&#039;s ears to the size of a Mammoth&#039;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Dreaming_Lily&amp;diff=1091</id>
		<title>Dreaming Lily</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Dreaming_Lily&amp;diff=1091"/>
		<updated>2023-08-03T09:23:12Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Flowering Plant   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  The Dreaming Lily, with its dark, glossy foliage and vibrant white petals, is found growing on the ceilings of caves throughout Aversia&amp;#039;s Deep Runs and cave systems. It&amp;#039;s unknown how a plant blooming only in darkness can spread with such abundance, but it&amp;#039;s certainly rare to find a cave withou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flowering Plant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Dreaming Lily, with its dark, glossy foliage and vibrant white petals, is found growing on the ceilings of caves throughout Aversia&#039;s Deep Runs and cave systems. It&#039;s unknown how a plant blooming only in darkness can spread with such abundance, but it&#039;s certainly rare to find a cave without these plants rather than with them. The roots of the Dreaming Lily grow on fertile above-ground soil, forming brittle bundles of tube-like roots, which resemble tangled knots of grey yarn. Dreaming Lily blossoms absorb humidity from the air, keeping the caves in which they are found cool and pleasant. It&#039;s said that if a drop of nectar falls naturally from the flower of a Dreaming Lily and is caught upon the tongue, it will grant visions of the past or future.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dreaming Lilies are considered common, as they sprout in most minor cave systems, as well as through the entirety of the Deep Run.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dreaming Lilies&#039; seeds are found by small rodents aboveground, where they dig through the plant&#039;s roots and eat some of its potential seeds; thereafter, the seeds are transferred wherever the animal may traverse, and the Dreaming Lily grows beneath the earth until it reaches its favored cave system.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If a drop of nectar falls naturally from the flower of a Dreaming Lily and is caught upon the tongue, the plant can grant short visions of the past or future; even if the memory was removed, the plant relies on the user&#039;s experience. However, there&#039;s no telling what the scenario may be, or if even happened or will happen. The memory stays with the person, and unfortunately for some, forces them to relive haunting memories. The vision can&#039;t include anything but the affected and places they&#039;re familiar with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Deep Run]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Callinian_Fern&amp;diff=1090</id>
		<title>Callinian Fern</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Callinian_Fern&amp;diff=1090"/>
		<updated>2023-08-03T09:22:23Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Flowering Fern   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  Littered among the higher altitude plains of Aversia, lies an innocuous fern- its leaves are small, arrow-shaped things. A thick, silky stalk reaches upwards from the hard soil it finds solace in, reaching upwards at times a height of three feet. Littered across the stalk, stretch great umbrell...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flowering Fern&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Littered among the higher altitude plains of Aversia, lies an innocuous fern- its leaves are small, arrow-shaped things. A thick, silky stalk reaches upwards from the hard soil it finds solace in, reaching upwards at times a height of three feet. Littered across the stalk, stretch great umbrellas of green, whose leaves droop downwards towards the earth, as if they weigh as much as stones.&lt;br /&gt;
&lt;br /&gt;
The soft fern carries upon its form a plethora of thin and hairy fibers that contract when touched- and apply a sort of stinging sensation to the individual that would be so cruel. Recoiling backwards, much like ferns do, it draws into tight curls of the branches, and the small bell-shaped flowers upon their ends, close into tight blooms.&lt;br /&gt;
&lt;br /&gt;
After it curls inward on itself, it at times suddenly furls back out rapidly and spews a gaseous pollen that if breathed in cause hallucinations and minor paralysis.&lt;br /&gt;
&lt;br /&gt;
The true beauty of the plant is its pristine bell-shaped white flowers, that adorn the very tips of each branch, at times a number greater than twenty of these blooms can be found on the most mature of Callinian Ferns. Blooming in the early spring, and remaining open until fall, the blooms give color to the steppe landscapes of high-altitude plains- a true beauty, reflected by its properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Callinian Ferns can only be found in higher altitudes, along the flattened plains where mountain ranges meet, in temperate climates. Though, this is not very limited, given great stretches of mountainous terrain- they are most commonly present where the mountains are the most flattened, or upon the tops of the great Mesas.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tiny airborne seeds fill the centers of the Callinian Fern&#039;s blooms- from whence they start their cycle of life. Carried forth by the great high altitude air currents, seeds of the Callinian Fern float gracefully through the sky, to be deposited in other locations to grow.&lt;br /&gt;
&lt;br /&gt;
After a time of three years, [3 OOC months] the plant grows to maturity, being capable of bearing its own offspring. At any time however, after a single year, [1 OOC Months], the plant can be gathered for its medicinal properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[Cladiel|Cloth can be weaved from the fibers of this plant.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Callinian Fern stalks can be used to reduce and suppress disease and sickness, but not outright cure it. With an alchemical solution it is capable of making one&#039;s body temporarily halt the disease or pathogen affecting it, be it bacteria, a virus or otherwise for 2 septs. Once it has run its course, the pathogen or disease immediately returns to work, leading to whatever outcome it originally was intended to.&lt;br /&gt;
*Callinian Fern, when used in great quantity, becomes addictive- as it numbs the mind and palate with a tingling sensation. This side effect comes with minor hallucinations.&lt;br /&gt;
*A minor hallucinogenic and paralysis inducing pollen can be collected if done carefully, emulating the after effects of electric shock and muscle tenseness that prevents voluntary movement for short amounts of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Bungmoss&amp;diff=1089</id>
		<title>Bungmoss</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Bungmoss&amp;diff=1089"/>
		<updated>2023-08-03T09:21:55Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Damp-Seeking Moss    &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  Upon aged trees, deep in the forests, where water is prevalent, lies a thick and heavy moss. Its surface always faces away from the strongest light that may fall from the canopy, towards the North, or South on the cardinal points. A dark, and mottled green-grey, Bungmoss appears similar to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Damp-Seeking Moss&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon aged trees, deep in the forests, where water is prevalent, lies a thick and heavy moss. Its surface always faces away from the strongest light that may fall from the canopy, towards the North, or South on the cardinal points. A dark, and mottled green-grey, Bungmoss appears similar to a lichen, with leafy extraneous elements upon thick, and dark tightly woven root-like rhizoids. These root structures burrow deep into elder trees, and draw from them nutrients that pass along the core of the living flesh.&lt;br /&gt;
&lt;br /&gt;
In larger trees, this parasitic relationship is mostly ignored, the Bungmoss&#039; lower structure, a gametophyte, adheres to the tree&#039;s flesh, and forms a pseudo-bark that protects it from the elements. Though, should Bungmoss become present on a younger tree by some fluke, it is likely the tree may suffer and perish under the ravenous draw, itself being unable to supply its growing needs.&lt;br /&gt;
&lt;br /&gt;
In the season of breeding, late in the summer, Bungmoss grows small, sickly-yellow buds upon its thickest rhizoids, releasing a few septs later, clusters of spores that shift about the air, to land upon other trees, and begin their growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bungmoss is found in deep forests, below the chill of the Arctic lands, and north of the scorching Desert. It is most prevalent in the deep thickets of dense canopied forests, such as jungles or more compact woodland areas, though it can be found elsewhere with a bit of searching.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bungmoss develops slowly, as its life-source relies upon the growth and draw of the tree it attaches to. It is for this reason, that large quantities of Bungmoss are hard to acquire. Within ten years, it only grows a few inches, forming splotch-like collections upon the Northern and Southern compass points of a tree.&lt;br /&gt;
&lt;br /&gt;
Once a colony of Bungmoss reaches Twelve years of age, it becomes mature, and may begin to produce bundles of spores from its rhizoids. As the spores lift into the air, they become pollinated by the male-oriented gametes of another Bungmoss plant nearby. However, due to their rarity, most spores die without ever becoming pollinated.&lt;br /&gt;
&lt;br /&gt;
A singular colony of Bungmoss, may only exist on a single tree. Enzymes fed into the tree, which are indicative of a single plant, containing its specific pheromones, force any other spores to reject their host, dying on the vine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bungmoss is neither tough, nor incredibly durable. It may be used for a type of padding within pillows, though due to its alchemical effects, this would be incredibly ill advised.&lt;br /&gt;
&lt;br /&gt;
It does contain a foul-smelling pheromone, excreted from its rhizoids, that may ward off small rodentia, and can be utilized as a type of scent-bag in homes.&lt;br /&gt;
&lt;br /&gt;
*A fairly weak plant, unable to be used for cloth.&lt;br /&gt;
*It is soft, when removed from a tree. It can be used for padding.&lt;br /&gt;
*Alchemical effects apply if the situation is correct when used for padding.&lt;br /&gt;
*Contains a foul-smelling pheromone, which can ward off small rodents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bungmoss is correctly known, by the most skilled of Alchemists, and those who stumble upon it by accident, as an unrivaled coagulant. It possesses the protein, Fibrinogen, within its rhizoid structures, that when properly removed, or accidentally removed, causes coagulation and cauterization.&lt;br /&gt;
&lt;br /&gt;
However, due to the nature of a moss, the Fibrinogen protein that lies within Bungmoss, cannot be removed by simply boiling the plant. In fact, boiling it will cause the protein to denature, and become destroyed. Instead, it requires collection via crushing, and absorption. It increases in potency, the more purified the nature of collection is.&lt;br /&gt;
&lt;br /&gt;
Consumption of the protein, in its natural form, or in a purified form, causes the lining of the stomach to begin to constrict, as the Fibrinogen calcifies the blood within the small cilia capillaries. After a short time, [12 OOC Hours], the stomach lining perishes. Ulcers, decay, and rot soon are to follow unless dealt with by a Life Magi.&lt;br /&gt;
&lt;br /&gt;
*Bungmoss possesses a protein, Fibrinogen, that works as an unrivaled coagulant.&lt;br /&gt;
*Bungmoss&#039; proteins cannot be extracted by boiling. It is destroyed with high temperature.&lt;br /&gt;
*The more purified the Bungmoss extract is, the more powerful the Coagulant/Cauterant.&lt;br /&gt;
*Consumption of Bungmoss, in natural or purified form, causes death and decay of the intestinal tract. Death soon follows if not treated by magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Avaltan%27s_Footsteps&amp;diff=1088</id>
		<title>Avaltan&#039;s Footsteps</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Avaltan%27s_Footsteps&amp;diff=1088"/>
		<updated>2023-08-03T09:21:15Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Ice Fern   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  Sprouting in a frost-like formation, the Avaltan&amp;#039;s Footsteps collects in bunches among the constantly frigid North. At a first glance, the crystal formations grow in delicate, straight shards that reflect a cool blue color. Its surface flashes and catches the sunlight to produce a dazzling effect, ple...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ice Fern&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sprouting in a frost-like formation, the Avaltan&#039;s Footsteps collects in bunches among the constantly frigid North. At a first glance, the crystal formations grow in delicate, straight shards that reflect a cool blue color. Its surface flashes and catches the sunlight to produce a dazzling effect, pleasantly attractive, yet may fool some into thinking it is naturally frost or icicles. However, there are certain properties which separate it from these nonliving elements. While Avaltan&#039;s Footsteps do not possess regular arrangements of leaves, it has a single taproot which acts as a pike to drive through the surface of snow or frozen soil, embedding it to the ground to save it from being blown away from tough winds. This can prove harvesting to be difficult without the necessary tools to uproot it.&lt;br /&gt;
&lt;br /&gt;
The Avaltan&#039;s Footsteps, though beautiful in appearance, have a dangerous level to them. They can be common producers of quick to immediate frostbite if unprotected skin happens to come into contact with it. Even ingesting the plant leads to a peculiar yet destructive process of freezing internal organs. Although as long as it happens to be stored in temperate or cold weather, [unfortunately shriveling and dying in warmer heat] it can act as a preserver for many things to keep perfectly fresh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Avaltan&#039;s Footstep prefers the extreme colder temperatures in the northern region, productively growing on the sides of mountains or in crevices.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Avaltan&#039;s Footstep only begins to sprout in perfectly suitable areas for it to be able to thrive. Shortly before one begins to perish, the single ice shard from the bunch retracts its single taproot, dispatching into the wind until it is able to take hold in another location. Once it completely wilts, new sprouts of these small crystal-like plants take to the ground from it, rapidly growing for about [3 OOC weeks] until relatively full growth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Avaltan&#039;s Footsteps is extremely cold to the touch, inducing frostbite onto exposed skin where it has made contact.&lt;br /&gt;
*Avaltan&#039;s Footsteps can be used as a preserver, which is able to freeze and keep fresh an array of different items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Avaltan&#039;s Footsteps are able to be used alchemically. While it can be dangerous to ingest due to the fact is can freeze internal organs, it can act as a type of poison this way. This fern is also known to have a strong freezing property that can effect objects other than just a being&#039;s skin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Aurora_Bells&amp;diff=1087</id>
		<title>Aurora Bells</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Aurora_Bells&amp;diff=1087"/>
		<updated>2023-08-03T09:20:13Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Plant Type== &amp;lt;/div&amp;gt;  Floral (Bell Flowers)   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Rarity== &amp;lt;/div&amp;gt;  Common   &amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt; ==Description== &amp;lt;/div&amp;gt;  This species of bell flowers are seen on almost all lands across the realm, avoiding only the harshest of environments such as the desert, and tundra where the temperature fluxes too heavily by the day. The appearance of this flower is what gives it it&amp;#039;s name, coming in almost every shade...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Floral (Bell Flowers)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This species of bell flowers are seen on almost all lands across the realm, avoiding only the harshest of environments such as the desert, and tundra where the temperature fluxes too heavily by the day. The appearance of this flower is what gives it it&#039;s name, coming in almost every shade of color imaginable, most commonly sticking to the base colors of red, blue, yellow, and green. The environment of their inhabitant is what most often causes the change in their color, those in dense jungles or forests sticking to color patterns of green or yellows, while those near the ocean sticking to blues or reds. Due to this factor, fabric magics from all over will often go about trading these different colors with one another for their making of dye&#039;s, often mixing and matching them with one another for suitable choice for their works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being capable of living in almost any environment beyond the desert and tundra where the temperatures spike too much for this flower to handle, growing in large groups or numbers within the point of inhabitant. These flowers grow best with areas of moderate sunshine with ample enough water to keep them healthy, otherwise their colors will fade and lead to the plant&#039;s eventual death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dependent on the location where they take root, the color of these flowers will change, those in dense forests of green hills will sprout with the base colors of green and yellow, while those near the coast or large bodies of water will sprout with blue&#039;s and reds with a large variety of the mixing of these colors in between. Large patches of these flowers have often been called living Aurora&#039;s, granting them their names due to the visible brilliance they exhibit. These flowers sprout easily, and work like most other forms of bells, by giving pollen to animals who feed off their nectar, and will allow their seeds to travel with wind or foraging animal by the year, spreading far and wide easily.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*These flowers can be harvested with their petals being crushed into a paste for paint, often used in works of art, construction or tattoo&#039;s.&lt;br /&gt;
*When the Aurora&#039;s petals are eaten, the tongue and teeth of the creature who consumed it will change to the color of the petals for a few IC hours before fading away. This can be washed out by drinking water as well.&lt;br /&gt;
*This flower cannot be made into any form of fiber; however, it can be used for decoration or of course to produce dye from its petals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If the paste or boiled down petals of these flowers are mixed together correctly, one can produce most colors within the spectrum of sight as a result, often being used by artists, and weavers of fibers as a source of incredibly colorful dye. With enough experimentation some new shades or tones of color could be created by experimenting with these flowers as a result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Flora]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Flora&amp;diff=1086</id>
		<title>Flora</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Flora&amp;diff=1086"/>
		<updated>2023-08-03T09:18:08Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt; &amp;#039;&amp;#039;&amp;#039;An important note on real-life flora.&amp;#039;&amp;#039;&amp;#039; &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Any flora that exists in real life is considered a Common material and can be used in roleplay without the use of a Custom Item, or as an ingredient for an item.&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt; {| style=&amp;quot;text-align:center;width:75%;margin:auto;&amp;quot; | style=&amp;quot;width:50%;vertical-align:top;padding:10px&amp;quot;| {| class=&amp;quot;wikitable sor...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:89.5%;margin:auto;text-align:center&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;An important note on real-life flora.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Any flora that exists in real life is considered a Common material and can be used in roleplay without the use of a Custom Item, or as an ingredient for an item.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align:center;width:75%;margin:auto;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%;vertical-align:top;padding:10px&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Terrestrial Plants&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Flora&lt;br /&gt;
! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Rarity&lt;br /&gt;
|-&lt;br /&gt;
|[[Aurora Bells|Aurora Bells]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Avaltan&#039;s Footsteps|Avaltan&#039;s Footsteps]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Bungmoss|Bungmoss]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Callinian Fern|Callinian Fern]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Dreaming Lily|Dreaming Lily]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Mammoth Aumon|Mammoth Aumon]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Flick&#039;s Whiskers|Flick&#039;s Whiskers]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Flint Moss|Flint Moss]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Jade Moss|Jade Moss]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Lovepetal|Lovepetal]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Mouthwater|Mouthwater]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Ombra&#039;s Teacup|Ombra&#039;s Teacup]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolfsbane|Wolfsbane]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Writher|Writher]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Spring Root|Spring Root]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Rail Root|Rail Root]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Plinth Root|Plinth Root]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Cenogary Ascetum|Cenogary Ascetum]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Choke Mold|Choke Mold]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Glammori|Glammori]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Glowhisper|Glowhisper]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Lullaby Lillies|Lullaby Lillies]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Mechanized Flytrap|Mechanized Flytrap]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Morto&#039;s Hand|Morto&#039;s Hand]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Petrified Rosebundle|Petrified Rosebundle]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Riverside Wildfire|Riverside Wildfire]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Sugarcoated Shrooms|Sugarcoated Shrooms]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Capsicum|Capsicum]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Ilwenal|Ilwenal]]&lt;br /&gt;
|style=&amp;quot;color:#00FBFF;&amp;quot;|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|[[Kalapis|Kalapis]]&lt;br /&gt;
|style=&amp;quot;color:#00FBFF;&amp;quot;|Legendary&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;width:50%;vertical-align:top;padding:10px&amp;quot;|&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Trees&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Flora&lt;br /&gt;
! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Rarity&lt;br /&gt;
|-&lt;br /&gt;
|[[Flesh Oaks|Flesh Oaks]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Leafthin|Leafthin]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Onyxwood|Onyxwood]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Whistle Pine|Whistle Pine]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackthorn|Blackthorn]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Braincap|Braincap]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystal Bonsai|Crystal Bonsai]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron-Soul Mandragora|Iron-Soul Mandragora]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunbreath (Flora)|Sunbreath]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Afterlife&#039;s Foliage|Afterlife&#039;s Foliage]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Grandfather Ash|Grandfather Ash]]&lt;br /&gt;
|style=&amp;quot;color:#00FBFF;&amp;quot;|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|[[Hero&#039;s Ebony|Hero&#039;s Ebony]]&lt;br /&gt;
|style=&amp;quot;color:#00FBFF;&amp;quot;|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|[[Mana Willow|Mana Willow]]&lt;br /&gt;
|style=&amp;quot;color:#00FBFF;&amp;quot;|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|[[Thistle of the Undying|Thistle of the Undying]]&lt;br /&gt;
|style=&amp;quot;color:#00FBFF;&amp;quot;|Legendary&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:100%;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#2b2b2e;color:lightgrey;&amp;quot;|Aquatic Plants&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Flora&lt;br /&gt;
! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Rarity&lt;br /&gt;
|-&lt;br /&gt;
|[[Crustcenna|Crustcenna]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest Kelp|Forest Kelp]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Manateen Grass|Manateen Grass]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Vocatus Seaweed|Vocatus Seaweed]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Callaglobe|Callaglobe]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Ocean&#039;s Breath|Ocean&#039;s Breath]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Viscous Vibrunum|Viscous Vibrunum]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=History&amp;diff=1080</id>
		<title>History</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=History&amp;diff=1080"/>
		<updated>2023-08-01T16:44:10Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;#039;&amp;#039;Contact the Loremaster if you desire to add or input anything.&amp;#039;&amp;#039;  ==Era One (First World)== *96 BE; First written language found, start of the Era calendar and the new Cycle. *94 BE; First civilization emerges with the coming of the Demi-Servant Erika. *92 BE; City of Haven established, Harry of House Lancelyn crowned first King of Aethius. *89 BE; Harry Lancelyn deposed shortly after ascension, Duncan Steelfist crowned second King of Aethius. *87-86 BE; First noted hi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Contact the Loremaster if you desire to add or input anything.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Era One (First World)==&lt;br /&gt;
*96 BE; First written language found, start of the Era calendar and the new Cycle.&lt;br /&gt;
*94 BE; First civilization emerges with the coming of the Demi-Servant Erika.&lt;br /&gt;
*92 BE; City of Haven established, Harry of House Lancelyn crowned first King of Aethius.&lt;br /&gt;
*89 BE; Harry Lancelyn deposed shortly after ascension, Duncan Steelfist crowned second King of Aethius.&lt;br /&gt;
*87-86 BE; First noted history of a major bandit raid, city of haven razed by the &amp;quot;Alverton Bandits.&amp;quot;&lt;br /&gt;
*85 BE; City of Stormfall is founded, Duncan remains as the second King of Aethius.&lt;br /&gt;
*85 BE; Magic is once again found and mortals embrace it, the first mages in millenia are raised from nothing.&lt;br /&gt;
*84 BE; Popularity of King Duncan plummets, and he abdicates the throne, shattering the crown into three pieces.&lt;br /&gt;
*84-80 BE; Chaos overtakes the continent of Aversus, and many warlords pop up and form noble houses across the realm.&lt;br /&gt;
*79 BE; Azuran Mal&#039;arn recovers the three pieces of Duncan&#039;s crown and with the help of Erika reforges them. Azuran is crowned King.&lt;br /&gt;
*78 BE; Azuran&#039;s harsh policy on the growing populace of Vallah forces them into exile, led by Rune Ardugon.&lt;br /&gt;
*78-76 BE; Stable period within the kingdom, but rising dissent risks the crown being deposed once again.&lt;br /&gt;
*75-74 BE; Rebellion shook the Kingdom as thousands died from riots and battles across the continent. Warlords rise and fall in the process. Much of written history is lost.&lt;br /&gt;
*73 BE; Erika destroys Stormfall, ceasing the fight for it and gathers the remaining warlords.&lt;br /&gt;
*72 BE; Erika triggers the first EXODUS, as the world becomes too unstable to remain within. Everyone escaped through a portal.&lt;br /&gt;
&lt;br /&gt;
==Era Two (Second World)==&lt;br /&gt;
*71 BE; Arrival in the second world, the beginning of the second Era.&lt;br /&gt;
*71 BE; A council is gathered lead by Felix Belmonte known as the first Triumvirate, Felix is crowned King and Sonaris declared the capital of the Kingdom.&lt;br /&gt;
*70-65 BE; Rebuilding efforts begin to re-create stormfall, stable period for the new kingdom.&lt;br /&gt;
*64 BE; House Eridiahl established by the exiled Ex-King Harry, The god Dahriim declaring the city of Ulntroth his sanctuary and Harry his champion.&lt;br /&gt;
*63 BE; Christian Ardugon declared disciple of Belek, the Lucem-Ira wars begin. The Kingdom of Belmonte collapses from rebellion, the council of houses formed.&lt;br /&gt;
*62-58 BE; Lucem-Ira Wars draw to a close with a stalemate, both deities revoke their blessings due to external pressure from Vassas.&lt;br /&gt;
*57 BE; The purple plague created by the Black council ravages Aversus.&lt;br /&gt;
*56 BE; The lich Khisa appears, turning Althalos into his minion who wreaks havoc and destroys many cities. Is later stopped by Ryuko and Apollyon, and the plague ceased as well.&lt;br /&gt;
*55 BE; Khisa is stopped with the help of the realm and the council of houses.&lt;br /&gt;
*54 BE; Ombra followers desecrate Sol holy site, Vallahism re-emerged.&lt;br /&gt;
*53 BE; Enur overtakes the council of houses, is crowned King of Aversus. Taxes, infastructure and feudalism form.&lt;br /&gt;
*52 BE; Enur abdicated the throne to Ester Carina, unrest followers.&lt;br /&gt;
*51 BE; Ester Carina abdicated to Duncan Steelfist, rebellion and secession follow with the formation of the Enclave.&lt;br /&gt;
*50 BE; Cold War ensues, Arendan, leader of the enclave assisted the King Duncan in faking his death.&lt;br /&gt;
*50 BE; Enclave declares independence, Archontas of House Deskalos ascends with the backing of the Enclave.&lt;br /&gt;
*49 BE; Archontas reigns in the unrest of the noble houses, appearance of mysterious being known as Fovamai.&lt;br /&gt;
*49 BE; House Kolchrave is formed.&lt;br /&gt;
*48 BE; Fovamai decimates the population, unleashing old villains upon the world, beginning the second EXODUS.&lt;br /&gt;
*47 BE; Authority falls apart, Iris and Erika form a last minute portal and evacuate the remaining denizens to a new world.&lt;br /&gt;
&lt;br /&gt;
==Era Three (Third World)==&lt;br /&gt;
*48 BE; Arrival in the third world, the beginning of the Third Era.&lt;br /&gt;
*48 BE; Formation/Reformation of the following houses: Lohegrin, Hollowgale, Kolchrave, Deskalos, Culnax, Eridiahl, Ivengarde, de Leon, Karanus, Adeste, Huntly, Quintus, Ardugon and Vandgriz.&lt;br /&gt;
*46 BE; Colonization begins, warlords vie for territories scattered over the 3 continents: Argione in the East, Aeoressa in the West, Anion in the north. The spirit isles lay in the center.&lt;br /&gt;
*45 BE; The Rhosaen confederacy is born, led by house Karanus in the west, with house Culnax and Kolchrave as subordinates. The Citadel declared the Capital.&lt;br /&gt;
*45 BE; The Kingdom of Malstellas is formed in the north, led by house Deskalos with house Lohegrin in the west and house Adeste and Ardugon in the north. Sonaris declared the Capital.&lt;br /&gt;
*45 BE; The Kingdom of Eridiahl forms with house Eridiahl at its head in the east, with house Huntly in the west, house Ivengarde and Quintus in the east. Lucille declared capital.&lt;br /&gt;
*45 BE; Kingdom of de Leon formed with no subordinates on the Isle of Makorath near Aoressa.&lt;br /&gt;
*44 BE; Colonization ends, organized expansion begins. House Vandgriz forms vallah kingdom underground in the north.&lt;br /&gt;
*44 BE; House Hollowgale colonizes the northern wastes, grows in status to regional power and shares Anion with the Kingdom of Malstellas.&lt;br /&gt;
*43 BE; Aymer, lord of house Adeste attempts to defect to the Rhosaen confederacy. Is jailed and imprisoned, and put to death for treason. House Deskalos directly annexes their lands.&lt;br /&gt;
*43 BE; Diplomatic Insult delivered by the Kingdom of Eridiahl when house Huntly expanded into Rhosaen lands without permission, Rhosaen Confederacy declares war when Eridiahl denies such claims in a reconquest war. Malstellas and the Confederacy signs a formal alliance.&lt;br /&gt;
*43 BE; Kingdom of de Leon joins the war on the side of the Rhosaens after a temporary alliance, referred to as the &amp;quot;Coalition.&amp;quot; Mercenaries hired on the side of the Coalition.&lt;br /&gt;
*42 BE; The fall of Lucielle and overwhelming victory for the coalition. Every city was seized in a three pronged assault that lasted less than three mense. House Huntly and Eridiahl disbanded. Kingdom of de Leon annexes northern Argione and vassalizes Ivengarde and Quintus. Kolchrave military might shown on full display.&lt;br /&gt;
*41 BE; Tiberius, King of house de Leon formally joins the confederacy and pushes to take leadership with its expanded power.&lt;br /&gt;
*40 BE; Called to the Citadel by the ruler of the confederacy, Tiberius is assassinated by the alchemist Grauzu Dojjur on the orders of Anthal Karanus. War is declared on de Leon and Makorath is occupied by the confederacy.&lt;br /&gt;
*39 BE; Hollowgale joins the kingdom of Malstellas.&lt;br /&gt;
*39 BE; The confederacy falls when an ancient being known as &amp;quot;The Mimic&amp;quot; destroys citadel, Anthal Karanus assumed dead, makes the city its home.&lt;br /&gt;
*39 BE; Makorath liberated by de Leon forces. Beginning of the Mimic war.&lt;br /&gt;
*38 BE; House Lohegrin declares independence, colonizes southern Argione and moves the capital to the East. Becomes a regional power.&lt;br /&gt;
*38 BE; House Kolchrave solidifies small Barony of Vikerne, establishes the village of Redrock.&lt;br /&gt;
*37 BE; Hollowgale successfully usurps the Kingdom of Malstellas from house Deskalos by vassal vote. Civil conflict ensues for a long period of time.&lt;br /&gt;
*37 BE; Mimic war casualties rising for every nation, holes in the veil appeared leading to different realms. Long lost sister of Mimic found, recovered from native world.&lt;br /&gt;
*36-34 BE; Mimic war continues, ending with the battle of the Citadel where Albrecht, Karl and Tiberius destroy the void corrupted being, banishing it to its orb.&lt;br /&gt;
*34-33 BE; Peace reigns across the realm, colonization and development continues. Citadel lays abandoned as a monument to the mistakes of the past.&lt;br /&gt;
*32 BE; House de Leon and Kolchrave declare war on Vandgriz, destroying it and establishing the independent Sol kingdom of house Hawklight, led by Kraven Hawklight.&lt;br /&gt;
*32 BE; Rise of the Heilig Empire; The first Vikerne award unlawfully annexes Lohegrin lands in the west. Pressure from de Leon on the side of Kolchrave prevents Lohegrin from declaring war.&lt;br /&gt;
*32 BE; Kolchrave annexes Aoressa under the second Vikerne award, any rebels are swiftly put down in police action.&lt;br /&gt;
*32 BE; Ravinius, lord of house Lohegrin assassinated in the north by Emmeline for illegal poaching. The Kingdom Corlica led by Eblis Indigo comes to power, vassalizes under The Heilig Empire.&lt;br /&gt;
*31 BE; Kingdom of Arcturus holdings in the east annexed after swift invasion, to save more lives Tiberius bends the knee, relinquishing all but the Isle of Makorath holdings to the Kingdom of Kolchrave. All de Leon vassals taken by Kolchrave.&lt;br /&gt;
*31 BE; Kingdom of Malstellas falls, house Hollowgale directly annexes the north under vassal rule. Bends the knee to Kolchrave by way of Royal marriage to the heir apparent Waymar Kolchrave.&lt;br /&gt;
*31 BE; Construction begins on the hidden isle in the north for the worlds capital, named Miklagaard.&lt;br /&gt;
*31-30 BE; The Red Plague infects the northern province of the empire, &amp;quot;The Red War&amp;quot; ensues, resulting in Albrechts death against a plagued matekai. Regency for Waymar held by the champion of Sol, Desimir.&lt;br /&gt;
*30 BE; House Sindora on the isle of Carcenatorum forms, house Faucon forms on the coastal banks of Aeoressa. House Kolchrave, Sindora, Faucon, Corlica, Hollowgale, Luniath, Hawklight, Arcturus, Ivengarde, Quintus and Nerine remain as the current empire, with Kolchrave at its head.&lt;br /&gt;
*29 BE; Siegfried attempts to influence politics of the empire, is purged by Kolchrave and Kaladin du Faucon rises to power.&lt;br /&gt;
*29 BE; Waymar ascends the throne as the second Emperor of the Heilig empire.&lt;br /&gt;
*29 BE; Infiltrators from Aestatia Destabilize and falsify plans relating to an Invasion of Aoressa, causing the emperor to focus his troops in the west. Ivengarde falls due to internal strife when Desimir marries Kyrie after Enzo commits suicide. Quintus takes the lands.&lt;br /&gt;
*28 BE; The Aestatian invasion begins, the Spirit isle is occupied, Southern Aoressa comes under contest by the Aestatian Empire.&lt;br /&gt;
*28 BE; The Aestatian War. Argione falls in a matter of months, South Anion and Aoressa fall swiftly along with the nearby isles. Resistance by the Empire leads to the battle of Darkwater, the current capital, resulting in the death of General Halicarnus, the champion of Sterk. Emmeline declared champion by striking the killing blow. In Anion, general Ausalis is slain by Emmeline after prolonged guerrilla conflict. Fortvoie is built and becomes the largest city in the empire led by Kaladin du Faucon. Miklagard, the new capital, finishes construction and is moved.&lt;br /&gt;
*27 BE; End of the Aestatian war. Argione is detonated by the misuse of a darkwell which linked to the void causing the continent to shatter, forming the Aeklast. The final surrender is signed by general Cornelius and his one remaining legion left in southern Aeoressa, lead by Karl&#039;s forces. Brief exploration begins. Kaladin goes insane after Fortvoie was destroyed by the new house of Naveira and Hollowgale, becomes a pirate lord and is later killed in the Aeklast.&lt;br /&gt;
*26 BE; The void invades extremely early due to the detonation of the darkwell. The void war begins and ends with a decisive void victory against the weakened empire.&lt;br /&gt;
*26 BE; The citadel of the Void appears in the center of Aoressa, Vindicus created through the use of Halicarnus body starts the beginning of the end after a failed assault by the mortals.&lt;br /&gt;
*26 BE; After decisive defeats in Aoressa, The empire is forced to pull out after the fall of Ebenen when Vindicus consumed Arvora&#039;s powers.&lt;br /&gt;
*26 BE; The remaining survivors of Aoressa briefly occupy and evacuate via the ruined port of Fortvoie. The Mimic fails to stop Vindicus, but buys enough time for the mortals to evacuate and fight on in Anion and Miklagard.&lt;br /&gt;
*26 BE; The spirit isle resists a void assault via the powers of Erika and the defenders.&lt;br /&gt;
*25 BE; Laru&#039;lael defenses finally collapse, the void begins the invasion of Anion in full force as the capital of Norheim collapses. Al&#039;sel remains as the last bastion on Anion.&lt;br /&gt;
*25 BE; An overwhelming void force invades the spirit tree, attempts to corrupt the heart via the enslavement of Foli. Mortals manage to get Foli to betray Vindicus, has her godly powers consumed by Vindicus, but lives. The heart remains safe, but everyone evacuates the isles as it falls to the void.&lt;br /&gt;
*25 BE; Miklagard is assaulted by overwhelming forces, the Empire&#039;s capital falls in a matter of days.&lt;br /&gt;
*25 BE; Remnants of everyone gather in Al&#039;sel, learn of a way out buried deep beneath the Imperial capital, the heart of the voidlands.&lt;br /&gt;
*25 BE; The final assault for Miklagard begins, they manage to get access to the tunnel and escape. Grauzu, the Mimic and Eliza stay behind to hold Vindicus off.&lt;br /&gt;
*25 BE; The third EXODUS, and a new cycle. Vamaer sacrifices himself and stays behind.&lt;br /&gt;
&lt;br /&gt;
==Era Four (Fourth World)==&lt;br /&gt;
*24 BE; Arrival in the Fourth world, the beginning of the Fourth Era.&lt;br /&gt;
*23 BE; Founding of the Kingdoms of Norheim, Mittelreik, Verseiva, Florentia, Folset and the Luk&#039;Mali tribes. From north to south, respectively.&lt;br /&gt;
*22 BE; Luk&#039;Mali tribes attack and conquer a minor greenskin tribe in the southern islands, annexing and exiling/executring the orcish leader, Oaklum.&lt;br /&gt;
*19 BE; Beginning of the great Elven wall to encircle the lands they control.&lt;br /&gt;
*19 BE; City of Byrgenmyre burned to the ground by Verseivan and Florentian forces due to the presence of necromancers. Annexed into Verseiva shortly after.&lt;br /&gt;
*18 BE; Aestatian colony Revenhault assaulted by expanding Mittelreik forces, the siege was repulsed after a decisive Aestatian victory.&lt;br /&gt;
*18 BE; Rise of the tribe of Hatiblut, lead by a powerful Lycanthrope named Ake and begins harassing the settling Norheim.&lt;br /&gt;
*17 BE; Second assault of Revenhault results in a Mittelreik victory, city is occupied and annexed into the Kingdom.&lt;br /&gt;
*17 BE; Folset purges and settles the last of the goblin infestation within the grand walls.&lt;br /&gt;
*16 BE; Failed magecraft experiment in Mittelreik causes widespread damage in Verseiva, threatening the kingdom with famine. Tensions rise.&lt;br /&gt;
*16-13 BE; The Dark elf civil war begins, with the reigning kingdom attempting to exterminate their mutated, crystalline cousins.&lt;br /&gt;
*15 BE; On the brink of war the newly named Reiklands (Formerly Mittelreik) meets with Verseiva, concessions granted as the Reiklands lose the city of Holzgard and border adjustments finalize at the natural bend of a river.&lt;br /&gt;
*15 BE; Holzgard renamed to Palmela following its annexation.&lt;br /&gt;
*14 BE; Dark Elves call for aid from mercenaries of the surface, roving bands of soldiers flood into the depths to assist in ending the civil war.&lt;br /&gt;
*14 BE; Revenhault seized by the former Aestatian soldiers in a revolt, causing a brief bout to retake the city.&lt;br /&gt;
*13 BE; Dark Elf civil war ended, Kingdom wipes out the mutants and peace returns to the underground.&lt;br /&gt;
*12 BE; Exiled Hanese soldiers set up a new country in the north to challenge Norheim; the Zheng Khanate.&lt;br /&gt;
*12 BE; Ake is slain by Freydis in a final battle, ending the Lycan threat in the north.&lt;br /&gt;
*11-9 BE; Taking advantage of perceived weakness, the Khanate declares war upon Norheim. The Duchy of Rivedora within Verseiva joins the war on Norheim&#039;s side due to the Duque Gabriel being married to the ruling Jarl Hilda.&lt;br /&gt;
*10 BE; Near the plains of Yan&#039;Sha, a 3 day battle occurred, ending in the retreat of the Zheng from the city of Yan&#039;Sha after it was rigged with explosives.&lt;br /&gt;
*10 BE; Yan&#039;Sha is detonated, the city burns to the ground, taking the Duque Gabriel with it.&lt;br /&gt;
*9 BE; A silent Armistice is made, unknown causes collapse the Khanate from within, the people scatter to the winds.&lt;br /&gt;
*9-4 BE; Beginning of the Foli war against mortalkind.&lt;br /&gt;
*8 BE; Twelve pillars erupt from the land, causing divine energies to be blocked to the mortal realm.&lt;br /&gt;
*7 BE; Battles at the pillars ensue, resulting in defeats for the mortals as they can&#039;t get access to the pillars to destroy them.&lt;br /&gt;
*6 BE; The first pillar crumbles under the combined weight of Folset and the Reiklands, the battle for the other pillars continues.&lt;br /&gt;
*6 BE; Revenhault is leveled by a massive skeleton known as Gargantua created by Foli.&lt;br /&gt;
*5 BE; Battle of Oleiros occurs as a pillar rises within the city. Sterk and Veltes lead the way with the Mortals vs Foli, results in the capturing of Sterk and severe wounding of Veltes, but the Pillar is destroyed.&lt;br /&gt;
*5 BE; The last pillars are destroyed, and the final tower forms in the center of the world.&lt;br /&gt;
*4 BE; The mass assault on the tower begins, Gargantua is defeated and the people rush inside. Some stay behind as Sterk&#039;s forces surround the tower and lay siege from the outside.&lt;br /&gt;
*4 BE; Foli is defeated by Alavara by betraying her trust and harming her invincibility with the forged weapon Sunspear, is turned to a shard and banished to Vikret&#039;s realm by Mikael Merrigold.&lt;br /&gt;
*3 BE; Instability and tensions rise between Folset and Verseiva. Nothing comes of it.&lt;br /&gt;
*3-1 BE; The Dragons reawaken from their slumber and split the continents into three, causing the fourth EXODUS.&lt;br /&gt;
*3 BE; It is decided the only way out is to re-activate the twelve pillars, and use the world creation tool Foli held in the tower.&lt;br /&gt;
*2 BE; A campaign takes place by the Reiklands in the north to reestablish six pillars. The dragons attempt to stop them, to no avail.&lt;br /&gt;
*1 BE; The last pillars are erupted despite the resistance of Vassas. The portal to the tower reopens, and after losing to Tempis are allowed through after the outside is advanced 2000 years into the future to re-establish habitability in their old home.&lt;br /&gt;
&lt;br /&gt;
==The Interregnum and Post Revitalization (BE to AE)==&lt;br /&gt;
*The Dragons continue their fight as the world around them shatters to pieces. As the conflict escalates further to engulf the other continents, the Pantheon steps in and silences them, putting them back into their slumber. The chosen remain alive and awakened as punishment for their interference with the mortals.&lt;br /&gt;
*The other nations of the world focus internally, attempting to solve their problems so as to not suffer the same fate as Aversia.&lt;br /&gt;
*A large period of unmoving events occur, as everyone looks upon the ruined Aversia with terror. Life continues for many centuries uneventfully across the world, until the cogs begin to turn.&lt;br /&gt;
*Generation after generation of Pharaohs pass in Ayinar with the greenskin threat only growing more severe. In response, Pharaoh Atum re-institutes slavery for greenskin races only, in an attempt to cull their numbers.&lt;br /&gt;
*Honji undergoes its centuries of peace with the Empress for a long, long time. Eventually, all good things must come to an end, even for the rising sun of the empire. Internal court conflicts begin to start due to uppity and complacent nobles worrying about the now rapidly aging Empress.&lt;br /&gt;
*In the lands of Bannesiel, The von Ruden family has been overthrown by a Hestark family, lead by a man named Otto von Einar.&lt;br /&gt;
*Pharaoh Atum&#039;s policies carry success, fit with his more militaristic style of ruling, many old abandoned settlements infested with greenskin tribes are pushed out, and the settlements rebuilt with orcish labor for Yusati hands.&lt;br /&gt;
*The nobles of Honji begin to take more local power, while the aging empress becomes less and less capable of doing administrative work within the empire due to her advanced age and focus upon the capital city.&lt;br /&gt;
*With his newly found powers, King Otto begins a full scale inquisition of the cursed people within his lands, but this quickly leads to a civil war when most of the nobility is found to be just as cursed as their old king. Two major battle are fought, both in favor of the King.&lt;br /&gt;
**Battle of Lugengrad, King Otto I [11,000 Infantry, 5,000 Cavalry, 2,000 Archers.] - Rebel King Raul [8,000 Infantry, 2,000 Cavalry, 1,500 Skirmishers, 750 Lycanthropes.] Pyrrhic Victory: *King Otto. &#039;&#039;&#039;NOTE: Major casualties caused by unknown threat of Lycanthropes.&#039;&#039;&#039;&lt;br /&gt;
**Battle of Sifeldorf, General Aldert [4,000 Infantry, 2,000 Cavalry, 1,500 Archers.] - Rebel King Raul [7,500 Infantry, 1,500 Cavalry, 500 Skirmishers, 200 Lycanthropes.] Decisive Victory: General Aldert NOTE: Raul slain in battle by Aldert in a duel.&lt;br /&gt;
*As peace and prosperity begins to set in through multiple generations, the people of Ayinar see an unprecedented level of power that has not been reached since ancient times, and Atum is heralded as the mortal aspect of Vikret, and the people&#039;s salvation.&lt;br /&gt;
*Within Honji, a small revolt erupts within the empire-the first in over three-thousand years, and marks the end of the Hanese golden age. Many forces within the courts now begin to no longer unite together for the favor of the empress, but work against as they gather support for their local powers. One battle is fought.&lt;br /&gt;
**Battle of Tianjui, Daejang Dae-Hyun [120,000 Infantry, 40,000 Cavalry, 75,000 Archers.] Rebel Warlord Jung-Hwa [23,000 Infantry, 8,000 Cavalry, 5,000 Archers.] Overwhelming Victory: General Dae-Hyun NOTE: Overwhelming numbers in the Grand Hanese Army snuffed out the revolt before it could ever take off.&lt;br /&gt;
*While the King Otto inevitably wins, he does so with extreme losses to manpower, and depopulation is rife throughout the land as much of the population was purged due to their curses.&lt;br /&gt;
*Aestatia solves its internal civil war, with the republic emerging victorious. The top general, a man named Octavian is named the first Consul of the second Aestatian Republic. The battle of Eretnum seals the fate of the empires forces.&lt;br /&gt;
**Battle of Eretnum, General Octavian [16,000 Infantry, 4,000 Cavalry, 4,750 Skirmishers.] Emperor Marcus [23,000 Infantry, 8,000 Cavalry, 6,000 Skirmishers.] Decisive Victory: General Octavian NOTE: Use of higher ground and out-pacing the Empire&#039;s forces allowed the exhausted men to fall like ants when the battle truly began. Emperor Marcus Slain on battlefield.&lt;br /&gt;
*In Belinard, merchant and pirate lords rise and fall every day. Even after two thousand years, not much ever changes in this chaotic archipelago.&lt;br /&gt;
*The renewed militaristic identity burns in the Aestatian people, and the invasion of a far away land called Mycthenia is undertaken, with the lands being partially annexed into the Republic after the battles of Hieraclia, Tarsopolis and Caledocia.&lt;br /&gt;
**Battle of Hieraclia, General Octavian [20,000 Infantry, 8,000 Cavalry, 12,000 Skirmishers, 6,000 Mycthenian Auxiliaries.] General Koltrad [12,000 Infantry, 4,000 Cavalry, 6,000 Archers.] Close Victory: General Octavian NOTE: Mycthenian army inflicted major casualties and managed to retreat in order with moderate losses.&lt;br /&gt;
**Battle of Tarsopolis, General Atrius [16,000 Infantry, 6,000 Cavalry, 9,000 Skirmishers, 1,250 Mycthenian Auxiliaries.] General Koltrad [10,000 Infantry, 2,000 Cavalry, 4,000 Archers.] Decisive Victory: General Koltrad NOTE: Ambushed the Aestatian forces as they neared the city of Tarsopolis. Only 2,000 Survivors.&lt;br /&gt;
**Battle of Caledocia, General Octavian [15,000 Infantry, 5,000 Cavalry, 7,500 Skirmishers.] General Koltrad [8,000 Infantry, 3,500 Cavalry, 5,000 Archers.] Close Victory: General Koltrad NOTE: General Octavian called an organized withdrawl as the crown of Mycthenia signed a treaty annexing the western shores to Aestatian control.&lt;br /&gt;
*Returning home with a triumph, internal strife within the senate while he was away begins to have light murmurs of another civil war, and Octavian is named Dictator for life by the loyal senators to deal with the problem as he sees fit. A purge begins within the senate and ends only when Aestatia is safe to his mind. This decimates the aristocracy.&lt;br /&gt;
*Generations later, all the power built within Ayinar turns to naught when during the rule of Pharaoh Kutal, the greenskin slaves revolt, and the now ill-trained and complacent military fails to stop them as multiple new settlements are razed to the ground. Massive damage occurs within the capital city, killing thousands before the threat is quelled within it.&lt;br /&gt;
*A son is born to Octavian, named Trajanus.&lt;br /&gt;
*The final conquest of Mycthenia begins for the Aestatians, with General Octavian bringing an overwhelming force to defeat the legendary General Koltrad. Mycthenia is annexed into the Republic after the siege of Mycthen.&lt;br /&gt;
**Siege of Mycthen, General Octavian [65,000 Infantry, 24,000 Cavalry, 36,000 Skirmishers, 20,000 Mychtenian Auxiliaries.] General Koltrad [24,000 Infantry, 10,000 Cavalry, 12,000 Archers.] Close Victory: General Octavian NOTE: Most of General Octavian&#039;s army was defeated, but traitorous generals within the walls opened the gates for the better trained Aestatian forces. General Koltrad died after ten stab wounds pierced his body, and thirteen Aestatians lay dead.&lt;br /&gt;
*While still mostly stable and unmoving like the great meteor which makes its capital since the revolt, instability begins to draw cracks in the eternal empire from within. The Empress is managing to keep it together with the last of her power.&lt;br /&gt;
*The Pharaoh executes all greenskins, revolting or not and bans their slavery. Civil unrest follows as construction and work slows to a halt. The Pharaoh is soon deposed in favor of his brother who renews the laws, but this does not stop the rapid collapse of centuries of progress.&lt;br /&gt;
*Only fourteen years of age, Octavian is assassinated by traitorous senators, and Trajanus is thrust forth as the heir to an already dying republic due to the corruption within the senate.&lt;br /&gt;
*King Otto passes away in his sleep peacefully, though there is the suspicion of foul play. His son, Konrad ascends to the throne, and recovery efforts continue within the continent.&lt;br /&gt;
*The new emperor of the second Aestatian Empire is born into the realm at age fifteen by the senate. Stability and internal peace rapidly rebuilds the battered nation due to the policies of Trajanus himself and his loyal advisers, and they return to a status and symbol of great power, rivaling that of Honji itself.&lt;br /&gt;
*The Pharaoh is assassinated, and his brother, once deposed-becomes Pharaoh once again. Under his leadership they salvage some of what was lost, and begin a period of internal stability once more.&lt;br /&gt;
*War breaks out between Aestatia and Bannesiel for conquest of fertile islands rich with resources between the two, and ends after two decisive naval victories in Aestatias favor. The treaty of Grundorf is signed, and the islands are annexed into the Empire.&lt;br /&gt;
**Battle of Ultgard Coast, Admiral Earnest [125 Ships.] Admiral Maximus [75 Ships, 50 Transports.] Decisive Victory: Admiral Maximus NOTE: Aestatian ships were much stronger due to the addition of Cannons in most of their Quadrireme ships.&lt;br /&gt;
**Second Battle of Ultgard Coast, Admiral Earnest [67 Ships.] Admiral Maximus [72 Ships, 50 Transports.] Decisive Victory: Admiral Maximus NOTE: The entire Bannesiel fleet was sunk during this battle, ending any contest for the region.&lt;br /&gt;
*Soon after this humiliating loss, Resistance movements of cursed entities results in massive cults spreading all across Bannesiel, and the fate of the continent yet again hangs in a precarious balance.&lt;br /&gt;
*War between Honji and Aestatia seemed inevitable as outlying islands began to be seized by Imperial forces, but due to turbulence within the court of the Empress, nothing comes of it and the islands are integrated into the Empire without resistance.&lt;br /&gt;
*Seeing the vast amount of time it is taking to re-create the split land, Arvora unleashes her divine power to re-seed the blasted lands, and life takes shape once more. Settlers across the world begin to make their way back. The colonies of Drakonspyre, Sarweald and Cin-Je are created.&lt;br /&gt;
&lt;br /&gt;
==Post Revitalization==&lt;br /&gt;
&lt;br /&gt;
*The Kingdom of Sarweald establishes coastal colonies along Arkolos, and Cin-Je expands across the continent of Ardemor to create the Kingdom of the Dawn.&lt;br /&gt;
*The first raids from Angarvunde destroy Sarweald colonies in Adelona, causing them to expand with greater security and effort.&lt;br /&gt;
*Sarweald colonies grow more ambitious within Arkolos, as they venture west to set a new frontier..they do not return, and further expeditions are halted when all that remained were piles of ash when others went to see the survivors.&lt;br /&gt;
*The rumors of dragons throughout Arkolos becomes persistent in all the colonies, and soon, a dragon the size of a town makes its way over to the city of Sarweald. Upon it a single knight in armor, and a declaration of war. This mysterious place, only known as the lands of Drakon, now embark on a war of eternal conquest. These missives soon arrive at Kingdom of Dawn as well.&lt;br /&gt;
*Within the span of a sept, five colonies disappear from the map, with nothing but ash remaining where they once stood. Sarweald sends a medium force to the continent to attempt to defend their final colony of Ebonsport, which leads to a battle.&lt;br /&gt;
**Battle of Ebonsport, Hezard, The Silent Second [One Dragon, Hezard.] Commander Haiden [6,000 Infantry, 2,000 Cavalry, 3,000 Archers.] Decisive Victory: Hezard The Silent Second. NOTE: The city itself was mostly spared, but every soldier was wiped out by Hezard or his dragon Liqwd with previously unseen power.&lt;br /&gt;
*Ebonsport was conquered, and made the first hold of Drakonspyre that was not the capital itself. The first of many conquests, with Arkolos secured, the Emperor looked northward to the Kingdom of Dawn.&lt;br /&gt;
*Wasting no time, The emperor himself on his Dragon Jango arrives in the only port city in the Kingdom of Dawn, Haizhou, and initiates battle with the garrisoned forces there.&lt;br /&gt;
**Battle of Haizhou, Aurelion [One Dragon, Aurelion] Commander Shan [2,000 Infantry, 4,000 Archers, 5,000 Aervani Warriors.] Decisive Victory: Aurelion NOTE: The city of Haizhou was razed to the ground by Jango, Aurelion&#039;s dragon, and all survivors slaughtered soon after as he was allowed to feast within the city.&lt;br /&gt;
*Seeing the destruction capable by a single man, the leader of the Kingdom of Dawn, who&#039;s name has been lost to history due to the scorching of any record of him, created the largest force the continent would ever see on its own soil to march and defeat Aurelion, who now rested in Haizhou&#039;s ruins. In response, and perhaps a show of power, all of the twelve Drakonspyre knights arrived for the battle.&lt;br /&gt;
**2nd Battle of Haizhou, Emperor Aurelion [12 Dragons, 12 Riders] King of the Kingdom of Dawn [20,000 Infantry, 12,000 Cavalry, 30,000 Archers, 15,000 Aervani Infantry.] Decisive Victory, Emperor Aurelion NOTE: Eight dragon riders were used in the battle, including Hezard. All enemy forces were destroyed or routed. The King did not survive. Three dragons were wounded.&lt;br /&gt;
*Following the 2nd battle of Haizhou, Aurelion ordered the forced relocation of all Kingdom of Dawn settlements to the now reconstructing Haizhou. The cities themselves were to be destroyed and all history of the kingdom was to go with it.&lt;br /&gt;
**Upon inspecting the utterly defeated Kingdom, Hezard spoke three words to Aurelion. &amp;quot;Kingdom of Dusk.&amp;quot; One of the few times Aurelion was noted to smile, and even breath a chuckle.&lt;br /&gt;
*As the Kingdom of Dawn was utterly defeated to the north, a small enclave managed to hide and create a village deep within the pines of the northern forests. They remain alive to this day.&lt;br /&gt;
*Sarweald, seeing the final defeat of the Kingdom did not sit idle. Ever since the defeat of Arkolos, it invested heavily into ballistae and archer-based garrisons all around the colonies, including the city itself. They were never able to be tested properly.&lt;br /&gt;
*Aurelion sought to finish the fight with Sarweald as simply as the Kingdom of Dusk. The Dragon riders bypassed the colonies, heading straight for the capital. King Harren saw this, and rallied every mercenary and soldier-militia, even, he could find. Together, south of the now aptly named river of fire, the battle was fought for control of Adelona.&lt;br /&gt;
**Battle of the River of Fire, Emperor Aurelion [12 Dragons, 12 Riders.] King Harren [12,000 Infantry, 6,000 Cavalry, 16,000 Archers, 20,000 Militia.] Decisive Victory: Emperor Aurelion NOTE: The bodies and ash that layered the ground after the defeat is rumored to have caused the fungal biome to appear near the mountain range.&lt;br /&gt;
*After the defeat, Sarweald submitted to Drakonspyre rule, and all of their colonies were relegated back to the city itself. The provinces were now ruled under a single, ambitious banner of the Drakonspyre Empire. The river where the battle was fought was then aptly named by the people of Sarweald, as they could see the reflections of the battle from the city itself..including the aftermath.&lt;br /&gt;
*In the northern wastes, the survivors of the split cover the fields, mutated and disillusioned toward the terrifying reality they now live as they awake from a long slumber. The settlement of Angarvunde is built to centralize their people, whom soon adopt the identity of notorious, mutated raiders.&lt;br /&gt;
*For over three centuries, nothing changed. Drakonspyre consolidated its rule, and colonists from the capital formed villages and cities all over Aversia. That was, until the day known simply as the Great Destruction, when the Prime-Evil K&#039;Daai erupted from the largest volcano in the nine circles. The empire after the fall of the capital was devastated, and the Emperor assumed dead. Everything began to fall apart.&lt;br /&gt;
*Sarweald, about a Tsel later, declared its independence, and forcefully relocated all Danakov of Drakonspyre from Adelona and Ardemor back to Arkolos. Not long after, a decree from the emperor, within the ruins of the capital, called all citizens back home. Somehow, the Prime-Evil was contained beneath the circles once more, and the Emperor alive and well.&lt;br /&gt;
*From this point on, Sarweald assumed the Empire destroyed and instituted a republic government to better run the nation, as a monarch could not be agreed upon to rule it. For a century, peace ruled, except for the occasional raids of Angarvunde, whom blossomed into a threat that kept anyone and everyone out of the northern wastes.&lt;br /&gt;
&lt;br /&gt;
==Era Five (Fifth World)==&lt;br /&gt;
&lt;br /&gt;
*1 AE; The Aversians arrive once more into the world at the Spirit Isle after two-thousand years, whom are greeted by the Avatar of Arvora and the Demi-Servant Erika. They are told the brief summary of the past two-thousand years since they were away.&lt;br /&gt;
*1 AE; Erika makes a deal with the Republic of Sarweald, selling her a few ships to allow the Aversians to explore their new home. The first leads to Adelona, and to the port of Sarweald itself. In the lands of Adelona, the Reiklands, Shogunate of Zheng, The Heartlands and the Duchy of Gravemont are formed, alongside a small hamlet named Sanctuary.&lt;br /&gt;
*1 AE; Expeditions to Ardemor find the lost Pine Village, the Aversians are met with surprise and some hostility. Further colonization allows the creation of the Kingdom of Boleira, The Skjøldfólk and the Mundas&#039;Ranaz tribe.&lt;br /&gt;
*1 AE; Drake Annex, the leader of Sanctuary, and a high ranking officer of the Shogunate duel due to a dispute about a punishment dealt to his son. This leads to increased tensions between the two factions.&lt;br /&gt;
*2 AE; An expedition to Arkolos discovers the empire alive and well within the city of Drakonspyre, and the Sarweald forces are wiped out. Further colonization of the continant forms the Archduchy of Avalon, the Kingdom of Ara&#039;Sil and the County of Holmsgard.&lt;br /&gt;
*2 AE; The Islands surrounding the continents are then settled last, with the Vallis Academy, and secretive Illysari.&lt;br /&gt;
*2 AE; A brief skirmish erupts between the Heartlands and Duchy of Gravemont, resulting in minor casualties over military access issues. This ends in a stalemate, with Gravemont eventually repulsing the Heartlands.&lt;br /&gt;
*2 AE; The increased tensions following a variety of other minor issues and reasons hidden behind closed doors results in the beginning of the Zheng-Sanctuary war, with the Heartlands, Illysari and men purchased from the Duchy of Gravemont supporting them. Sanctuary reached out, and the Archduchy of Aveyron, the Reiklands and minor support of Ara&#039;sil in the form of selling ships to Aveyron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vikarus&amp;diff=1079</id>
		<title>Vikarus</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vikarus&amp;diff=1079"/>
		<updated>2023-07-30T17:19:13Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot; ==Physical Changes==  Those who find themselves cursed into becoming a Vikarus share universal traits with one another. Overall, the curse of the Vikarus will morph the eyes of the victim to a golden greenish color, similar to a reptile or felines. Along the back of the Vikarus is a myriad of feather-like tattoos that are white in nature. These tattoos feel rough to the touch, akin to sandpaper. The hair of the Vikarus shifts in hue to be a pure white, brittle to the to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Those who find themselves cursed into becoming a Vikarus share universal traits with one another. Overall, the curse of the Vikarus will morph the eyes of the victim to a golden greenish color, similar to a reptile or felines. Along the back of the Vikarus is a myriad of feather-like tattoos that are white in nature. These tattoos feel rough to the touch, akin to sandpaper. The hair of the Vikarus shifts in hue to be a pure white, brittle to the touch as well. Finally, the soul of the Vikarus appears as a sickly green flicker. These shifts upon acquisition are extremely painful, as the tattoos burn across their body over the course of the day.&lt;br /&gt;
&lt;br /&gt;
While in the presence of any holy site, the markings of the Vikarus will create a burning sensation beneath their skin, along with a vibrant green glow that illuminates a small area around them, roughly one meter. This effect is also present while in three meters of a divine or holy being (Divine Spirit or higher). In these conditions, they are also forced to shift to their natural forms.&lt;br /&gt;
&lt;br /&gt;
The Vikarus are capable of shifting their fingers to talons. These talons are a starch white color, morphing the hands of the cursed to be three talons, rather than five fingers. These talons are still capable of grasping things, however they weaken the afflicted while making them less coordinated than they usually would be. Along with this, they may shift their legs to be shaped much like large birds, much like the talons upon their hands, the feet of the Vikarus shape themselves into talons. These legs enhance their speed greatly, however weaken the afflicted as well, making the body more frail. The Vikarus, while in possession of these talons, allow them to house a small amount of flame in their grasp. Shifting is rather painful, but bearable as time goes on.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
The Vikarus have no notable mental changes besides that they tend to avoid holy sites.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
With the eruption of demons, angels, and the war that shook the world. The Deity [[Belek]] marched outward. With his grasp, he took hold of the chains of the zealots that existed in the world, effectively grounding them back to the sad reality they should live in. Caged like birds, the curse forced the afflicted to be shunned by the proper followers of the pantheon. Effectively teaching them a long life lesson to respect the place of the divine, and the place they stand as mortals. &lt;br /&gt;
&lt;br /&gt;
This of course was a direct strike to Belek&#039;s counterpart, [[Dahriim]], whose men would charge screaming the name of his enemy. In a sick and twisted way, he forced these men to become something they were not, a foolish display of the reminder that these men are no better then their fellow mortals, no matter how hard they try. This reach then moved passed the zealots of Dahriim, and soon found itself nesting in the souls of all those who exhibit the same traits.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
The curse was born for those who bore hatred to that of the profane and thus signifies how cyclical hatred can be. The curse when manifesting twists the cursed into madness and fervor, having fallen from the grace they once sought to bestow on others. This cursory hate develops from what they are rather than who someone is, judging others based not on their ideals, but their appearance and presumptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races that can contract Vikarus:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Humans&lt;br /&gt;
*Elves&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*Halfbreeds&lt;br /&gt;
*[[Danakov]]&lt;br /&gt;
*[[Dwarves]]&lt;br /&gt;
*[[Dryads]]&lt;br /&gt;
*[[Skrayln]]&lt;br /&gt;
*[[Fey]]&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
*Polymorphing into races not listed while having the curse is not possible.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*The eyes of a Vikarus become a golden greenish hue much like a feline or reptile.&lt;br /&gt;
*Vikarus have a myriad of feather-like tattoos that are a bright white along their back.&lt;br /&gt;
**These feathers are rough to the touch like sandpaper.&lt;br /&gt;
*Vikarus’ hair turn into a light grey or pure white. &lt;br /&gt;
*Vikarus are capable of shifting their hands into three talons over the course of three turns at medium concentration, these talons capable of grasping objects but with some difficulty, however weakens the Vikarus by one strength tier.&lt;br /&gt;
**This change is painful and causes feathers to break through from their skin up along the back of their hands and arms. &lt;br /&gt;
**These talons are capable of slashing and piercing with the strength of iron.&lt;br /&gt;
**The talons are capable of holding flame much like it was a liquid indefinitely, their hands unable to be scorched by the flame. Flames will not burn out when being held by their talons as their feathers serve as an unending fuel source. They can mold this flame into a ball the size of their palm like a snowball and throw it in two turns. This flameball will stick to surfaces and inflict second degree burns, however without anything to burn it will only last for a singular turn.&lt;br /&gt;
*Vikarus are capable of shifting their legs into digitigrade like appendages over the course of three turns at medium concentration, however, their upper body and arms grow weaker.&lt;br /&gt;
**The Vikarus gain two tiers of speed in this form.&lt;br /&gt;
*Vikarus feel a burning where their feather like tattoo’s are beneath their skin whenever near a holy site, a vibrant green flame-like glow coming from beneath them that extends a meter around them. This effect is also present while in three meters of a divine or holy being (Divine Spirit or higher). In these conditions, they are also forced to shift to their natural forms.&lt;br /&gt;
*Vikarus are weak to holy items / silver and will burn on contact while the severity depends on longevity. When in contact with this, the burning of their tattoos will be present, along with the glow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=1078</id>
		<title>Vallahism (Legacy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=1078"/>
		<updated>2023-07-30T17:18:37Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:darkred;&amp;quot;&amp;gt; [Greater Vallah require Non-Standard Character Applications-Vallah Lord is Event Exclusive] &amp;lt;/div&amp;gt;  Vallahism is the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into homes of the innocent and the damned alike, tainting their bloodlines and seeks to avenge tho...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:darkred;&amp;quot;&amp;gt;&lt;br /&gt;
[Greater Vallah require Non-Standard Character Applications-Vallah Lord is Event Exclusive]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is the original sin, the original curse. Vallah were some of the first blighted creatures to truly manifest on the realm, hiding shadows and filling their lust for blood. This Crimson Curse finds its way into homes of the innocent and the damned alike, tainting their bloodlines and seeks to avenge those who dared defile the shrines of the gods. The term Vallah means in an ancient tongue &#039;To swear in Holy Name,&#039; derived from their tainted and nefarious origins.&lt;br /&gt;
==Races that can Contract Vallahism==&lt;br /&gt;
;Note, Polymorphing into races not listed while having the curse is not possible.&lt;br /&gt;
&lt;br /&gt;
*Humans&lt;br /&gt;
*Elves&lt;br /&gt;
*Orcs&lt;br /&gt;
*Halfbreeds [Not Half Mer]&lt;br /&gt;
*Danakov&lt;br /&gt;
*Dwarves&lt;br /&gt;
*Goblins&lt;br /&gt;
*Satyr&lt;br /&gt;
*Dryads&lt;br /&gt;
*Skralyn&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The Vallah curse traces its origins back to some of the earliest instances in the history of the divine. Thousands of years ago, when man was still fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the Mother of Night or Father of Radiance, found themselves at odds due to philosophical and moral differences. Generations of war followed until one day the followers of Ombra finally did something which appalled Sol too greatly. They stained his shrine in the blood of his faithful during a peaceful sermon on his nameday, which broke the holy treaty the two had established on already tenuous terms. It was on this day Sol sought his Sister, and convinced her into complying through sheer will, and force of arms. These once blessed and powerful Ombrites were now cursed, as their skin paled and their fangs grew long, while their eyes began to glow a crimson red during the night. Ombra however, ever the wiser and more tricky than her brother, had laid a deceptive trap. While her weaker followers would perhaps remain cursed and weakened in the sun eternally, her stronger followers would ascend past their previous powers, bringing the Night into the day forever more with their faithful vigil. While Sol may have charred their blood black with the curse, Ombra kept her followers stealthy, strong, and protected during both the time of her moonlit gaze, and her radiant, boisterous brothers.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Vallahism is transmitted through the blood as a fledgling curse, usually intentionally from the sycophant to the victim. Once there the curse manifests on their soul, attaching like a leech before over the coming of 7 septs manifests into something more symbiotic. It is over this period that the victim first begins to experience changes. They feel sickly, weak, and on the seventh day their curse manifests in full. In this time, their entire body is wracked in horrible pain as they vomit up an amount of blood before collapsing to the ground. During this time, the victim loses consciousness, their heart stops, and they inevitably… die before the curse manifests itself and revitalizes the person back to life.&lt;br /&gt;
&lt;br /&gt;
Vallah who ascend to Greater Vallahism have surpassed the reaches of the curse, turning it into something that is more than just a malignance on their body. Greater Vallahism manifests throughout their whole body, turning their blood black and giving them heightened strength and agility. It is at this point where their curse becomes visible constantly, as Greater Vallah are unafraid of those who are beneath them. Greater Vallahism also comes with three different paths achievable. &lt;br /&gt;
&lt;br /&gt;
The Original Greater Vallah, those under the Path of Savagery, and those under the Path of Essence. Each is achieved through different feats. &lt;br /&gt;
&lt;br /&gt;
Original Greater Vallah tend to be those who pursue ambitions in a selfish, self-centered manner, caring little of those beneath them. &lt;br /&gt;
&lt;br /&gt;
Those of the Path of Savagery have accomplished this by taking a more feral and barbaric path with it, feeding in excess of blood and flesh recklessly and with little care of those they harm. &lt;br /&gt;
&lt;br /&gt;
Finally, those of the Path of Essence are those who follow their ambitions through subterfuge, manipulation, and using less barbaric ways of getting what they want. They seem more passive and almost friendly, but all for the guise of luring unsuspecting prey. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races that can contract Vallahism:&#039;&#039;&#039;&lt;br /&gt;
(Note: Polymorphing into races not listed while having the curse is not possible.)&lt;br /&gt;
&lt;br /&gt;
*Humans&lt;br /&gt;
*Elves&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*Halfbreeds (&#039;&#039;&#039;Not&#039;&#039;&#039; [[Half Mer]])&lt;br /&gt;
*[[Danakov]]&lt;br /&gt;
*[[Dwarves]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Satyr]]&lt;br /&gt;
*[[Dryads]]&lt;br /&gt;
*[[Skrayln]]&lt;br /&gt;
&lt;br /&gt;
==Transformation==&lt;br /&gt;
&#039;&#039;&#039;Vallahism Acquisition cycle:&#039;&#039;&#039;&lt;br /&gt;
(Note: The following occurs over the first seven OOC days after becoming infected before the person fully turns.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim feels more tired than usual, skin paling a little as if sick. They start getting symptoms much like the common cold such as a runny nose, congestion, chills, a fever, red, itchy or watery eyes, etc. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling greater fatigue, muscle soreness, and all the above symptoms but mildly worsened. They start losing their appetite as well, but not enough to stop eating entirely. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling pain in their gums at the roots of their teeth and all previous effects but worse. Their skin pales further and their lack of an appetite progresses. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim starts feeling more muscle soreness, previous effects, and also starts growing an aversion to sunlight. Their teeth also start sharpening a little, particularly at the canines. They also get a minor irritation to gold as if allergic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s eyes start to grow reddened but their loss of appetite lessens to more of an aversion to regular foods, the person now desiring meat, generally on the rarer side when cooked. They grow uncomfortable in sunlight as well. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s canines continue to grow, the whites of the eyes look less irritated and instead the iris itself begins reddening around the edges. They feel weaker in sunlight and the nails of the cursed grow discolored and the nails become tougher. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 7&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victim’s skin is unhealthily pale and the redness takes over the entirety of the victim’s iris during the night. The nails start becoming blackened and more discolored overtime and become too tough to be cut by regular tools. The extension skill of the fingernails may be discovered. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sept 8&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All the symptoms for a Vallah have emerged and the transition is completed in its entirety. On this day, the cursed temporarily dies after coughing up a black ichorous liquid. They remain ‘dead’ for only a few moments before awakening again as a full-fledged Vallah.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah have many effects and physical changes at various points, the specifications of these being detailed in the [[#vallahmech|Mechanics]] section below. Some general assertions can be made however at the population of them at large. Vallah are creatures which prefer the night, possess large talons and fangs which they use to hunt their prey and to secure themselves blood. Many Vallah are either innocents turned in these raids or sycophants who hail from royal bloodlines, having used the curse to try and maintain a long, but cursed life.&lt;br /&gt;
&lt;br /&gt;
Holy objects, gold, and other weaknesses plague their daily lives, making using coinage a tedious task. With this in mind, most Vallah societies have forsaken these metals and tools for other more worthy items. Ombra as their patron deity protects them in her shadows, making the curse feel muted within it.&lt;br /&gt;
&lt;br /&gt;
Turning into a Vallah is not a pleasant experience, but rather a painful one. It feels when one begins to turn as if their eyes are burning and their bones are stretching. Their bodies break into feverish pitches, leaving them battered and wounded. It is during this time they also begin to learn to use their incisors to feed and to properly drink the blood of their prey.&lt;br /&gt;
&lt;br /&gt;
The soul of the vallah which has turned is a curious anomaly. Unlike their Lycan counterparts, the Vallah curse has manifested itself as apart of the soul, becoming one with it and corrupting it into something more permanent to some degree. The soul of the Lesser Vallah is Crimson, while the Greater Vallah&#039;s is black, giving them a very distinct appearance.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Vallah have very few mental changes, and the ones they have are minimal barring one or two more notable changes. They tend to no longer find interest in eating normal food and most of them do not like sunlight, taking to becoming nocturnal. Most notably, when around blood, they grow more aware of it and lose a modicum of focus on what they are doing to instead find or look at the source of the blood. This will not break concentration. Greater Vallahs find this same effect around Lesser Vallah blood, but Lesser Vallah are not drawn to other Lesser Vallah’s blood.&lt;br /&gt;
&lt;br /&gt;
==Blood Starvation==&lt;br /&gt;
&lt;br /&gt;
Vallah&#039;s curse is to feed on those they can draw blood from, whether it be willingly or unwillingly. Every sort of Vallah has to feed. Greater Vallah are also known to feed on flesh, while both must draw blood. Should they find no prey, Vallah will enter into an animalistic and feral state where they only have one goal: Feed. For the next 24 OOC hours, the Vallah will do all that they can to satiate their hunger, attacking the first sentient being they see. Their nails also extend into talons, no matter if it&#039;s day or night while their teeth grow sharper, particularly the fangs, and their skin grows parchment white. If they have fed, they will go unconscious for the next hour or so before awakening with a tunnel vision recollection of what occurred and soreness to their gums, fingertips, and muscles.&lt;br /&gt;
&lt;br /&gt;
Greater Vallah going down the Path of Essence do not suffer from Blood Starvation as other Greater Vallah do. Instead of starving for blood, they starve of the life force and energy of other creatures, becoming desperate to grapple another sentient being to begin draining them. Oftentimes they will act irrational in this attempt and will go after anyone nearby. If they do not gather the necessary essence from another person, they will grow weaker and weaker over the course of 24 OOC hours starting at the time they began to starve until they are so weak and fatigued they can barely get up and stumble around. &lt;br /&gt;
&lt;br /&gt;
Should the Vallah not feed or consume essence within the 24 OOC hours they are starving, they will begin aging rapidly to their true age and grow far more vicious or desperate. If they are 50 years older than their race’s original age, they will crumple and die within the next 10 emotes without sustenance. If they feed during this time, they will revert back to how they were before except 5 years older.&lt;br /&gt;
&lt;br /&gt;
==General Mechanics &amp;amp; Lesser Vallahism==&lt;br /&gt;
&amp;lt;span id=&amp;quot;vallahmech&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;General:&lt;br /&gt;
*Vallah do not require food, water, etc. But they can still partake in the consummation of such.&lt;br /&gt;
*Vallah nails are as tough as iron and can be extended at night. Blackened in color, these talons are able to cut through most cloths and gambeson with ease.&lt;br /&gt;
*Vallah have enhanced vision at night, able to see through it as if it was day.&lt;br /&gt;
*Vallah are weak to holy items and gold. When coming into contact with vallah, these cause more severe burns based on the longevity of the contact.&lt;br /&gt;
*Vallah are immune to most diseases and pathogens.&lt;br /&gt;
*Creatures of the Night [wolves, bats, rats, bears, snakes, and other vermin], take no interest in Vallah unless provoked to do so.&lt;br /&gt;
*Vallah must drink fresh blood from sentient creatures to fulfill their hunger. Blood from animals or stale blood does not work.&lt;br /&gt;
**Lesser vallah cannot feed on other vallah to sustain the curse, but greater vallah can sustain off of lesser.&lt;br /&gt;
*The spawn of Vallah have the potential of being Lesser Vallah too.&lt;br /&gt;
*Vallah cannot sleep.&lt;br /&gt;
**They can still be affected by outside sources (spells, injuries, etc) and be rendered unconscious/in a sleep state.&lt;br /&gt;
*Vallah have a coagulant and pain-reliever stored in their incisors and used when feeding. It is possible for the Vallah to feed on the sleeping or willing, leaving the only sign of their presence being two red pin pricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tend to become less focused on anything but the scent and sight of the blood. They are drawn to it, but won’t necessarily go after the source of it. &lt;br /&gt;
**Their fangs grow, their eyes darken at the sclera, and the black of their nails crawl up their fingers, giving a more cruel appearance to the Vallah when in the presence of blood. They can also smell it easily if it&#039;s fresh and within twenty meters.&lt;br /&gt;
&lt;br /&gt;
;Lesser Vallahism:&lt;br /&gt;
*Have an extended lifespan of five times their base life. Vallah age normally until adulthood (18).&lt;br /&gt;
*Have canines which grow 1.5 times their usual length. They are constant unless at night, at which they can extend and retract at will.&lt;br /&gt;
*Lesser Vallah have sanguine blood which is able to turn other viable persons. This turning requires OOC consent.&lt;br /&gt;
*While in the sunlight, Vallah are utterly crippled, and are only able to walk and lift small objects, such as to drink or read a book. Their strength and speed are reduced by two stages. This does not come into play if in the shadows or at night. Most armor and clothing does not protect from this, but moonstones do. Sunstones count as sunlight for these purposes.&lt;br /&gt;
*Lesser Vallah require blood  every two OOC weeks or suffer the effects of blood exhaustion. If a vallah feeds, the above effect of crippling in the sunlight is reduced to one stage lower, however their eyes remain blood red even during the day. They must feed on a player character.&lt;br /&gt;
*Lesser Vallah eyes turn crimson at night, during the day their maintain their normal eye color unless they have fed on a player recently&lt;br /&gt;
 &lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines which grow two times their usual length at will.&lt;br /&gt;
*Greater Vallah have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their strength and speed is reduced by three stages, to a minimum of two.&lt;br /&gt;
*Greater Vallah require blood and/or flesh feeding once every two OOC weeks. If a vallah feeds, the above effect of crippling sunlight is reduced to one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallah have the ability to climb surfaces and stick to them. This grants them greater upwards mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are no longer as weak to gold and holy items, etc. Instead they are treated as a normal person would. This can be circumvented by lighting an area with *Sunstones, but this will not inflict the sunlight debuff, merely disable their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per severe injury. It takes 1 round to drink half a pint. These wounds will heal over a period of a day per severe injury.&lt;br /&gt;
*Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light or if within the radius of a moonstone.&lt;br /&gt;
*All Standard Greater Vallah have Tier Six Strength and Tier Six Speed.&lt;br /&gt;
*Greater Vallah have reptilian, amber colored eyes at all hours.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Essence Greater Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence Greater Vallah do not feed as other Vallah do. Instead, they set their hand on a target and begin draining them of their energy or in other words, their ‘essence’. Every person has essence and as it’s drained, it has similar symptoms to as if being drained of blood. An Essence Vallah must feed once every two OOC weeks.&lt;br /&gt;
**Every Essence Vallah has an ‘essence well’. This well determines how many times they might use their abilities and how much ‘essence’ is in their well is determined by how much they’ve fed.&lt;br /&gt;
***Each Essence Vallah requires a minimum of 5 essence, but they have an essence well maximum of 15 that completely drains by the end of the 2 OOC weeks. Should they use all 15 before the 2 OOC weeks are up, they will suffer from the effects of essence starvation.&lt;br /&gt;
*Essence Greater Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Greater Vallah are stronger and more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Greater Vallah have Tier Five Strength and Tier Seven Speed.&lt;br /&gt;
*Essence Greater Vallah have reptilian, white colored eyes with black sclera at all hours. &lt;br /&gt;
*Given Essence Greater Vallah are weaker in stature to other Greater Vallah, they make up for this with three special and unnatural abilities. These abilities each cost essence from their essence well to use and can only be used at night or in caves.&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***Over the course of two turns, the Greater Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeals. They go through armor, and if they hit a corporeal being, it drains the target of 2 points of essence and gives it to the Greater Vallah. This can only be used once on a target and lasts 10 turns.&lt;br /&gt;
**Memory Lapse | 3 Points of Essence&lt;br /&gt;
***At low concentration, the Greater Vallah can alter and remove the memories of an individual up to ten turns prior. Removing memories does not give them to the Greater Vallah. This takes two turns to do and requires the Greater Vallah to be touching the target.&lt;br /&gt;
**Nightly Control | 4 Points of Essence&lt;br /&gt;
***The Greater Vallah can link with two nearby nocturnal creatures that are awake or asleep up to Dangerous. For ten turns, these creatures will regard the Vallah as tamers and be non-aggressive following combat pet standards. Once the duration is up, these animals will continue to be passive to the vallah unless attacked. They take three turns to summon.&lt;br /&gt;
&lt;br /&gt;
==Path of Savagery==&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Have all the mechanics of an Original Greater Vallah unless stated otherwise. &lt;br /&gt;
*Savage Greater Vallah have nails as tough as steel that can be extended.&lt;br /&gt;
*Savage Greater Vallah have more intense features that prove their Greater Vallahism, that being ashen skin, pointed ears, sharp features, and other bat like facial features. &lt;br /&gt;
**They also tend to be more savage or barbaric, desiring blood and flesh more often than the standard Greater Vallah.&lt;br /&gt;
**Savage Greater Vallah do not have a coagulant or pain-reliever in their incisors as other Vallah, all of their teeth sharper, particularly the teeth on either side of the fangs. &lt;br /&gt;
**They also have their fangs out at all times and cannot retract them at any time.&lt;br /&gt;
*Savage Greater Vallah suffer extreme effects in the sunlight to the point their skin and flesh begin to burn under its direct rays. After ten emotes of being in direct sunlight consecutively, they will be rendered to ash. &lt;br /&gt;
**Turn 1: First degree in the area affected.&lt;br /&gt;
**Turn 5: Second degree burns in the area affected. &lt;br /&gt;
**Turn 8: Third degree burns in the area affected.&lt;br /&gt;
**Turn 10: Reduced to ash.&lt;br /&gt;
***This can be circumvented using Moonstones or being in thick shade such as in dense jungles or inside a house. Moonstones do not give them their nightly boons.&lt;br /&gt;
*Savage Greater Vallah require blood and/or flesh feeding once every one OOC week. If a vallah feeds, they do not turn to ash in the sun, but they will gain up to second degree burns and continued irritation and pain as long as in sunlight. &lt;br /&gt;
*Savage Greater Vallah can heal major limbs by drinking 2 pints of blood per severe injury. It takes 1 round to drink one pint of blood. These wounds will heal over a period of 12 OOC hours per severe injury. &lt;br /&gt;
**Greater Vallah are stronger and more agile ONLY during the night, in caves with no surface light.&lt;br /&gt;
**Savage Greater Vallah have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallah have reptilian, crimson colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
;Vallah Lord [Event Exclusive]:&lt;br /&gt;
*Vallah Lords have black iris.&lt;br /&gt;
*Vallah Lords have all the traits otherwise that their Greater Vallah path have, unless they conflict with the ones listed here.&lt;br /&gt;
*Vallah Lords when exposed to the moonlight appear as vicious creatures. Their skin turns grey and shrinks to their face and skin as their vampiric features become more prominent.&lt;br /&gt;
*Vallah Lords do not need to feed, the curse having become utterly soul-based.&lt;br /&gt;
*Vallah Lords are not affected by the Sun.&lt;br /&gt;
*Vallah Lords each have a suite of 3 special effects that have mutated from their ascended form unique to them and only them. This varies wildly between each Vallah Lord, but its effects are quite powerful.&lt;br /&gt;
&lt;br /&gt;
==Races Blood &amp;amp; Essence==&lt;br /&gt;
*Small Races: Eight Pints / Twelve Essence&lt;br /&gt;
**Dwarves&lt;br /&gt;
**Halflings&lt;br /&gt;
**Draxgar (Small)&lt;br /&gt;
**Skrayln&lt;br /&gt;
**Goblins&lt;br /&gt;
*Medium Races: Ten Pints / Fifteen Essence&lt;br /&gt;
**Humans&lt;br /&gt;
**Elves&lt;br /&gt;
**Half-Elves&lt;br /&gt;
**Half-Mer&lt;br /&gt;
**Danakov&lt;br /&gt;
**Satyr&lt;br /&gt;
**Aervan&lt;br /&gt;
**Leonin&lt;br /&gt;
**Syrien&lt;br /&gt;
**Dryads&lt;br /&gt;
**Shifters&lt;br /&gt;
**Fey&lt;br /&gt;
*Large Races: Twelve Pints / Twenty Essence&lt;br /&gt;
**Orcs&lt;br /&gt;
**Centaurs&lt;br /&gt;
**Draxgar (Large)&lt;br /&gt;
**Half-Orcs&lt;br /&gt;
&lt;br /&gt;
Vallah drink around 1 pint of the total blood (10 pints) of an average adult human. How much a Vallah drinks from an individual will have varying degrees of effect. It takes two weeks IC (2 days OOC) to regenerate a single pint of blood. It takes 1 round to drink half a pint of blood. It also takes 1 round to drain 3 point of essence from a person. Varying degrees of effects occur depending on how much blood is drained, and can be found in the [[Races Blood &amp;amp; Essence Chart]].&lt;br /&gt;
&lt;br /&gt;
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[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Revenants&amp;diff=1077</id>
		<title>Revenants</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Revenants&amp;diff=1077"/>
		<updated>2023-07-30T17:13:24Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;370px  &amp;lt;div style=&amp;quot;color:red;text-align:center;font-size:20px&amp;quot;&amp;gt; [Application required for Past or Presently Played characters. New Characters not required.] &amp;lt;/div&amp;gt;  ==Origin==  Death is often referred to the end of all life, but for very few, their spirit continues on. Revenants are souls that have managed to slip out between the Reapers’ fingers, avoiding complete death and maintaining a fraction of life. They tend to drift across the worl...&amp;quot;&lt;/p&gt;
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&lt;div&gt;[[File:Revenant.png|center|370px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:red;text-align:center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[Application required for Past or Presently Played characters. New Characters not required.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
Death is often referred to the end of all life, but for very few, their spirit continues on. Revenants are souls that have managed to slip out between the Reapers’ fingers, avoiding complete death and maintaining a fraction of life. They tend to drift across the world, wandering aimlessly in the living realm yet never able to be truly part of it. In their ethereal forms, they seek to complete the work they left unfinished or act as guards over an area they in life. They are frequently told about in stories as spirits returning to the living world with malicious intent, though this is not always the case.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
A character that had been dead for two weeks or longer with significant playtime can be applied for as a revenant through a non-standard character application. Only characters that went through significant development, achieved much, and had a lot of effort put into by the player will be allowed to become revenants, along with the Lore Team&#039;s approval of the person playing it. Upon creation, revenants first appear as nothing more than a wisp in the location of their death, and over a span of three OOC days, they begin to flesh out into their forms. Revenants of characters that have been killed in previous worlds manifest in a random location.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
&lt;br /&gt;
Revenants always appear in front of mortals as pale, semi-transparent figures that mirror themselves in life. In the presence of sunlight or any type of bright light, revenants fade into a very faint orb, which would be hard to follow even with keen eyes, not to say finding it in the first place. Their forms are much more prominent in the absence of light, since they are able to hold a weak glow to their figures. Upon their return, revenants carry the same face, build, and wounds that may have caused their end. Those killed in combat have their injuries marked prominently on their figures, their wounds appearing a little darker than the rest of their body. Scars that they have possessed in life are transferred over their ghostly forms as well.&lt;br /&gt;
&lt;br /&gt;
After a period of adjustment, revenants have the choice to walk on the living world as a past iteration of themselves. For example, an elderly woman is able to abandon her aged body in exchange for her youthful self upon developing into a revenant post death. Revenants’ bodies, though pale, have faint auras that trail it wherever it goes. Often tinged with a hue, its color reflects the personality the revenant had back when their life had not been taken from them. A hot tempered man may discover his ghostly form enveloped in a fiery red stain, while a calm woman may find hers to be a delicate green.&lt;br /&gt;
&lt;br /&gt;
Revenants tend to hover as they move. It stays around half a feet in the air although their feet move habitually as if they’re walking. Their bodies pass through objects harmlessly, though they are unable to phase through solid walls. To a living being, however, a revenant touch feels ice cold and very uncomfortable. A revenant’s voice carry a haunting, hollow echo, and at times seem to be whispering directly into the listener’s ears.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
As an echo of their identities in life, the revenants’ mind does not experience much change as they return to the mortal planes. Their personality stays as they were, though revenants generally tend to be more depressed and quiet since they cannot be truly part of the living again.&lt;br /&gt;
&lt;br /&gt;
Revenants, although they reside in the same space the mortals do, are not part of the living realm. Thus, they are not harmed by mundane weapons or objects, such as swords, spears, and arrows, though the only exception to this is [[Celedium]], which inflicts a burning sensation to the revenant. Revenants may also be temporarily banished from the living realm by continued physical contact with anything that has a soul, which can lead to the revenant being reduced into nothing more than a wisp for the life aura of a soul is too much for a revenant to handle. Once this happens, they are only regenerated at the next nightfall.&lt;br /&gt;
&lt;br /&gt;
After adjusting back to their bodies and growing to accept their fate, however, the body of revenants are able to gain more solidity, though its forces are no match for that of a living one’s. They have just enough force to perhaps flip a page of a book or change the course of a falling feather. Yet with more concentration, revenants are able to carry heavier objects.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Revenants keep their personality, sanity, and free will, though they tend to be calmer and sadder.&lt;br /&gt;
*Revenants cannot pass through solid walls without holes, though they are able to do so with open windows, open doors, and normal objects.&lt;br /&gt;
*Revenants can lift objects within 1-2 kg (2.2-4.4 lbs), moving them around slowly with telekinesis. Heavier objects move slower than lighter ones.&lt;br /&gt;
*Revenants are largely pale, glowing auspiciously in the dark. In daytime, or within other bright lights, they are reduced to a faint orb.&lt;br /&gt;
*Revenants can speak the languages that it knew in life, though it is possible for them to learn more post death. Their voice carries a hollow echo.&lt;br /&gt;
*A revenant is seem with a faint aura around them, which is often tinged with a color that fits their personality the most.&lt;br /&gt;
*When a revenant enters a room, its temperature drops a bit, just enough to be barely noticeable.&lt;br /&gt;
*When a creature with a soul is touched by a revenant, they feel an icy sensation that is almost painful, while revenants begin to feel their forms begin to dissipate from the life force of the creature if the touch is continued. Their forms are reduced into nothing more than a wisp across 3 emotes if it is day time and 4 emotes if it is nighttime.&lt;br /&gt;
*Revenants can be warded away by bright lights and are repelled by holy water. They can be hurt by [[Celedium]], though wounds that are inflicted by them are automatically recovered by nightfall.&lt;br /&gt;
&lt;br /&gt;
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[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Lycanthropy&amp;diff=1076</id>
		<title>Lycanthropy</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Lycanthropy&amp;diff=1076"/>
		<updated>2023-07-30T17:12:37Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;color:red;&amp;quot;&amp;gt; [Application Only] &amp;lt;/div&amp;gt;  Lycanthropy is otherwise known as the curse of the beast, a parasite on one’s soul where a wolfish or otherwise canine spirit festers on a person in a constant back and forth battle. This takes over their mind and even eventually their body when in the presence of the moon, causing the transformation that so many refer to as lycanthropy, or in the more common man’s tongu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Application Only]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lycanthropy is otherwise known as the curse of the beast, a parasite on one’s [[The Soul|soul]] where a wolfish or otherwise canine spirit festers on a person in a constant back and forth battle. This takes over their mind and even eventually their body when in the presence of the moon, causing the transformation that so many refer to as lycanthropy, or in the more common man’s tongue: A werewolf.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
The origins of Lycanthropy have traveled from ear to ear, each time changing in some drastic manner, though in all of the stories one note remains the same. Lycanthropy descends as a curse from [[Ombra]] directly onto her own followers in order for them to repent for their sins, a punishment that the goddess herself thought was necessary. Those who were first cursed with lycanthropy were extremely devout of faith, a tribe of moon worshippers who scoured the forests and other wilds around them, only interacting with others at night. They claimed to be preaching the word of their mother moon, acting underneath the guidance of Wulrin himself. Though they were wild at heart, for each and every time they met with another civilization who rejected their words, they slaughtered those who dejected their words. &lt;br /&gt;
&lt;br /&gt;
It was only when they had struck outwards at other Ombrites and then their own tribe that the Goddess of the night stepped in, forcing the perpetrators into a volatile transformation, based off of Wulrin’s own form. They would become the first lycan, forced to turn into the form of the wolf underneath every full moon and at any sign of emotion that wasn’t serene during the night. These people would eventually find out that the beast on their [[The Soul|soul]] would even talk to them, whispering sweet nothings into their mind that provoked them into attacking others. This was a curse that backfired, as it only brought more destruction and needless violence instead of serving as something to repent for their sins. By the time that [[Ombra]] tried to take control of this curse it was much too late, for it had been warped in strange ways. [[Ombra]] to this day doesn’t accept those cursed with lycanthropy, though Ombrites today are known to take the curse as a way of deep repentance towards the actions of their ancestors, as every Lycan known today has been inadvertently infected by the original lycanthropes.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Lycanthropy is transmitted in a similar way as vallah, through blood contact. This blood contact can be in the beastal or humanoid form, however most commonly it’s done by accident whilst in the beastal form. Even the smallest amount of lycan blood is capable of turning another into a lycanthrope, making it easily spreadable. It’s common that where one would find one lycanthrope, there would tend to be other people also affiliated with the curse who had been victims of the first lycanthropes unstable and feral transformations. The process of a lycanthropes first transformation is well-known, and listed below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Day Transformation&#039;&#039;&#039;&lt;br /&gt;
*Day One: The first day is the most subtle day, as the person only feels agitation along the wound site as well as a headache.&lt;br /&gt;
*Day Two: On the second day, the cursed person finds themself with an aching body, specifically around the wound site or wherever the blood was transferred with the lycanthrope and themselves. The wound-site at this stage begins to throb with pain, albeit not unbearably so.&lt;br /&gt;
*Day Three: At this point the person finds themselves hungering for meats and often turns away fruits and vegetables. Upon eating anything other than meat, it upsets their stomach to the point that they throw up. The symptoms of Day Two persist as well.&lt;br /&gt;
*Day Four: The cursed person will become pale in the face with clammy skin and a weakened body, having a -1 to strength and speed tiers until the transformation period is over. Their voice will become hoarse and boast a bit of a canine-like growl to their breaths. Day Two and Three symptoms persist.&lt;br /&gt;
*Day Five: The cursed person now finds that their hair is becoming thicker, hair starting to grow on their knuckles as well as over parts of their arms and legs. Hair makes itself prevalent inside their wound at this point. Day Two, Three, and Four symptoms persist.&lt;br /&gt;
*Day Six: The wound site in particular will have quite a bit of fur or thick hair growing around it. Their ears become slightly pointed and their eyes become more canine-like, often reflecting back light. Their teeth become sharper along with their nails. At this stage they also find themselves to feel healthier in the presence of the night sky and especially the moon itself. Whilst not in the presence of the night sky, the cursed person experiences strong stomach pains and strong pains along the wound-site where they got cursed. They also experience Day Two, Three, Four and Five symptoms.&lt;br /&gt;
*Day Seven: The cursed person has symptoms of Day Two, Three, Four, Five and Six. In addition to this, they will undergo a painful transformation as soon as night hits. This is their first lycanthrope transformation and as such is violent and tends to rapidly spiral into a hungry rampage. After this transformation is complete, all symptoms of the transformation period leave the lycanthrope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races that can contract Lycanthropy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Races|Humans]]&lt;br /&gt;
*[[Races|Elves]]&lt;br /&gt;
*[[Races|Half-Breeds]] (&#039;&#039;&#039;Not&#039;&#039;&#039; [[Half Mer]])&lt;br /&gt;
*[[Orcs]] (&#039;&#039;&#039;Not&#039;&#039;&#039; [[Goblins]])&lt;br /&gt;
*[[Danakov]]&lt;br /&gt;
*[[Dwarves]]&lt;br /&gt;
*[[Dryads]]&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Those with the curse of Lycanthropy are generally the same person as they were prior to receiving their curse. Depending on the nature of their curse, they might have different features within the day. While it’s possible for controls to have these characteristics, it’s much more apparent in those who are feral or who have achieved symbiotic. The lycan may have extra hair growth, pointier teeth or sharp eyes like a canine. These features can be inconsistent between each lycanthrope, though overall these physical changes offer no mechanical boon to the untransformed lycan in the light of the day. A controlled Lycanthrope normally has their lycanthrope features in their human form more oppressed than their other lycanthrope kin. In addition upon getting any form of wound whilst in their humanoid forms, small bits of fur will tend to grow inside of it matching the color of their beastal form, with more fur being apparent for those who are feral.&lt;br /&gt;
&lt;br /&gt;
During the night these features also remain the same whilst in the humanoid form, however the lycanthrope’s inner pull to transform calls to them from their beastal parasite located within their [[The Soul|soul]]. Upon undergoing a transformation their bones will crack and distort, causing their forms to grow larger in an excruciating painful manner. Their clothes they once wore shed off and tear if not carefully fashioned in order to withstand the transformation and shape with the lycanthrope. They possess large canine snouts and hunched over backs, their arms becoming lanky and almost disproportionate for their bodies. The lycanthrope will grow fur similar to the type of beast that their [[The Soul|soul]] holds, which is most commonly a wolf. When transforming back into the form of a man, the process is just as equally painful, though should the lycanthropy have been passed out they will simply remember it as a vivid nightmare instead of being awoken from the process of transforming.&lt;br /&gt;
&lt;br /&gt;
Lycanthropes in their beastal form tend to be seen as wolves, bears, or other canine like creatures or large predator animals. A lycanthrope however has never been seen to take on feline like traits, preventing them from being tigers or other creatures of that nature. They tend to have fur colors similar to their animal, with their eyes following suit, usually in colors of red, amber or gold. Their pupils are slit unlike a canine, though clearly distinct and different from a vallah, with their form being unsightly and in no way shape or form recognizable to their human nature, a true manifestation of a monster. &lt;br /&gt;
&lt;br /&gt;
Those in control will tend to have more tame appearing features, while those who are feral will have a slightly more unsettling appearance. The biggest difference in lycanthropes are those who have reached symbiotic control, as they tend to look like a man who was once a beast. Their ears will become pointed and are able to be moved in precise mannerisms like a canine, with their eyes taking on a reflective property as well as the slitted pupil from the lycanthrope form. A symbiotic lycanthrope has sharper features than they did before, with their hair growing thicker and almost similar to fur in some places such as over the arms. The symbiotic lycanthrope also gains much sharper teeth, losing their more omnivorous seeming traits.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
There are many changes to the mind that come with Lycanthropy, as the beast attached to the [[The Soul|soul]] tends to drive itself into the cursed person&#039;s very mind. The lycanthrope whilst in the form of a man will have desires to eat more meat when hungry, often forgoing vegetation. They are even capable of eating raw meats without harm, including the raw flesh of other people. Those who have eaten people in their lycanthrope form are more often to desire to eat the flesh of others, making it common for the inexperienced lycanthrope to partake in cannibalism. The young feral lycanthrope might even develop a slight growl to their voice, giving their speech an animalistic characteristic. Though this will quickly fade away unless they are working towards a symbiotic control with their beastal parasite. The spirit of the beast is often prevalent in the feral and symbiotic stages of lycanthropy, being a sort of second voice in the head of the lycan. When under control, this voice is essentially locked away in their mind, only accessed when the lycan decides to take advantage of the power that the beast offers them in order to transform.&lt;br /&gt;
&lt;br /&gt;
In the form of the beast, a lot of mental changes arise. The feral lycan will lose sense of self and of control, yet they will still remember everything they did, even if it may be in a haze. The form of the feral beast has only two desires: The Hunt and to survive. They won’t do anything to endanger themselves without reason, taking the most logical way to achieve their desire for flesh. The lycanthrope will always prioritize human flesh over animal flesh, and it’s only when they’ve tasted the flesh of a person that they will be sated to some degree. They can switch between being bipedal and quadrupedal, often going on all fours whilst running and standing on their hind legs in order to kill their targets. The lycanthrope seeks no pleasure in anything but the hunt, though whilst in control the lycan is capable of not brutally murdering their allies.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
Lycanthropes find themselves to have many different effects, the most prevalent of which that new lycanthropes notice is their aversion to [[silver]] and [[gold]] as it takes effect in both forms. [[silver|Silver]] and [[gold]] will burn them and while [[silver]] is more effective at cutting through their flesh as [[gold]] is much weaker, both are the most common ways of cutting through a transformed lycanthropes pelt. A lycanthrope in their transformed state will seek to consume flesh above everything else, though their fight or flight instincts are still prevalent. With special care and training regarding their beastal parasite on their [[The Soul|soul]], a lycanthrope is capable of going from Feral to in Control, by beating down their beastal curse. Or in other cases, the feral lycan can learn to cooperate with their beastal [[The Soul|soul]], merging them into one fluid entity rather than something forced into submission.&lt;br /&gt;
&lt;br /&gt;
A lycanthrope is required to change into their beastal form once an OOC week, unless they have control. If they don’t do so, they will be forced to change into their beastal form once night strikes the next that they roleplay. This transformation will be much more volatile than it might’ve otherwise been. If the lycanthrope choses to transform on their own free will, they will tend to be less careless and have more self-preservation. A lycanthrope is capable of transforming more than once per week if they wish, however the transformation can only be done at night time. &lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Lore approval is required to transmit the curse between players, and while it doesn’t require IC consent it requires OOC consent. Lycanthropy is acquired by blood contact.&lt;br /&gt;
**Lycanthropy does not manifest before the age of sixteen if they were infected at a young age, upon the sixteenth birthday the lycanthropy trait will be active. However before said age is reached, the mental changes present in lycanthropy are also present in the child, being more active than they would otherwise.&lt;br /&gt;
*Lycanthropes are able to transform into their beast form only at night time, the process of which takes two turns to complete. During these two turns, the lycanthrope very visibly transforms and cannot take any actions or move as they experience extreme pain from their body morphing. This transformation cannot be done secretly or stealthily.&lt;br /&gt;
**This change can be done through the lycanthropes choice, or it may be done when the lycanthrope experiences extreme emotions, sharp physical pain or otherwise distress.&lt;br /&gt;
**This transformation lasts for thirty turns or until they are stopped earlier by being knocked out, killed, or otherwise forced out of their lycanthrope form. The transformation can also end if the lycanthrope wrestles for control and can manage to untransform themselves. When killed they transform back to human form.&lt;br /&gt;
***Upon being killed or knocked out, the lycanthrope will revert from their beastal form to their humanoid form, making it impossible to harvest their pelts.&lt;br /&gt;
*Whilst in the beastal form, Lycanthropes have enhanced sight, smell, strength and other predatory senses. &lt;br /&gt;
**The lycanthrope has tier six strength and tier five speed, though when out of this beastal form their strength and speed tiers are normal.&lt;br /&gt;
**Lycanthropes are not capable of tracking scents unless they are fresh and the lycanthrope is not able to distinguish between scents. Feral lycanthropes will be drawn to scents that have fresh wounds, though this does not let the lycanthrope track people when in control.&lt;br /&gt;
*Lycanthrope hide is special and cannot be pierced by conventional weaponry. They are still susceptible to blunt damage, but normal weaponry cannot pierce their hide. They can only be pierced by their resistances listed below. Mana based abilities that are 3 mana or lower will bounce off of the pelt of the lycanthrope while Shakti and Aura based attacks still work on the transformed lycanthrope. In other words, 3 mana abilities cannot affect the lycan.&lt;br /&gt;
**Lycanthropes are weak to [[silver]], [[gold]] and holy relics, these objects applying light burns to them when not in their lycanthrope form. While a lycanthrope, these are the only items that may pierce their hide. &lt;br /&gt;
*The claws a lycanthrope possesses are similar in strength and durability to sharpened steel.&lt;br /&gt;
*Wolves, Bears, and other canine animals tend to ignore lycanthropes in both their humanoid and beastal forms. They will not seek to harm the lycan unless they’re firstly harmed or threatened, seemingly pretending that the lycan doesn’t exist or is otherwise part of nature.&lt;br /&gt;
*Lycanthropes are unable to use abilities or cast spells in any system (Aura, Mana, Shakti etc.) whilst in Beastal form, with or without control. Their urge to hunt is too strong and they are not able to properly hold onto instruments, disallowing them to concentrate or cast through an instrument.&lt;br /&gt;
**Passives from aurums are not present whilst in the lycanthrope form in any way shape or form.&lt;br /&gt;
*Lycanthropes can form packs with each other, meaning that they will follow the most powerful lycanthrope whilst shifted and follow their directive. Packs cannot be made with animals or things that are not lycans. New members to the pack often tend to challenge the leader of the pack and try to gain control.&lt;br /&gt;
&lt;br /&gt;
===Feral===&lt;br /&gt;
&lt;br /&gt;
*This is the stage that all lycanthropes begin with, where there is very little control whilst in the lycanthrope’s beastal form. &lt;br /&gt;
*Normally the lycanthrope will turn at very inopportune or stressful moments, or celestial moments such as a full moon or lunar eclipse. There is not much difference between the universal mechanics and the feral mechanics, only simply being the nature in how the lycanthrope acts.&lt;br /&gt;
&lt;br /&gt;
===Unstable===&lt;br /&gt;
&lt;br /&gt;
*The lycanthrope at this stage has all the mechanics of feral except for one distinctive one.&lt;br /&gt;
*They are capable of, after one month having lycanthropy OOCly, they are able to have partial control of themselves mentally and physically for the first five turns that they transform. For every month after this until six months they get an additional turn of control before they snap back to fully feral.&lt;br /&gt;
&lt;br /&gt;
===Control===&lt;br /&gt;
&lt;br /&gt;
*It takes at least six months OOCly in order to achieve control, in which the lycanthrope needs to prove that they have progressed in order to be in control of their beast. This is normally done through a non standard character application describing what has been done to achieve this, OR by speaking directly to the lore master. Regardless of which way is done, sufficient RP backing needs to be provided.&lt;br /&gt;
*These lycanthropes are not forced to turn on a cycle and maintain in full control of when they do or do not turn, no longer forced to turn on a week by week basis. They also maintain complete control in their beastal form. &lt;br /&gt;
**The lycanthrope is capable of basic speech whilst in their lycanthrope form, capable of making basic sentences. These sentences are capable of being up to four words at a time, and their voice sounds very animalistic, often being accompanied with a growl.&lt;br /&gt;
*Lycanthropes who have control have a heightened strength and speed in their wolf form, making it increase to tier seven and tier six. &lt;br /&gt;
*Controlled Lycanthropes are capable of climbing unnaturally with their large clawed hands on flat surfaces that otherwise would not be able to be climbed in their feral state or as a normal person.&lt;br /&gt;
*The controlled Lycanthropes hide now affects mana abilities that are 4 mana or lower instead of 3 or lower.&lt;br /&gt;
*Controlled Lycanthropes are able to howl once per transformation, consuming an action, which is capable of summoning two spectral wolves to their side, filling up their combat pet slots. These spectral wolves will last for the entirety of the transformation.&lt;br /&gt;
**These wolves are the size of normal wolves, however their fur has the same mechanic as a feral lycanthropes, though is able to be pierced by things that can hurt the incorporeal in addition to the normal weaknesses. They have tier six strength and tier five speed, their teeth and claws are also the same strength as a feral lycanthrope. They must be given commands by the lycanthrope, and cannot be given commands if they cannot be seen or heard by the lycan.&lt;br /&gt;
**Due to being spectral, these wolves are capable of phasing through three meters of solid surfaces per turn, consuming their action. Whilst phasing through solid surfaces they cannot be attacked except by things that harm the incorporeal.&lt;br /&gt;
*Controlled Lycanthropes otherwise have the same mechanics as usual, unless stated above that it’s different, for example the increase in strength whilst in lycan form.&lt;br /&gt;
&lt;br /&gt;
===Symbiotic===&lt;br /&gt;
&lt;br /&gt;
*It takes at least six months OOCly in order to achieve a symbiotic relationship with their lycanthropy, in which the lycanthrope needs to prove their progression in order to have this relationship. This is done through a nonstandard character application which describes what has been done to achieve this or by speaking directly to the lore master. Regardless of which way is done, sufficient RP backing needs to be provided.&lt;br /&gt;
*Symbiotic Lycanthropes cannot turn into their beastal form.&lt;br /&gt;
*Symbiotic Lycanthropes tend to have an increase in height up to a foot and a half, and their features start to become more canine-like in nature. Their jaw grows sharper, their hair becomes thicker and demonstrates growth similar to canines. Their muscles will grow to be larger as their bodies turn to be more animalistic. The symbiotic Lycanthropes ears will grow to be more pointed, similar to that of a canines which are capable of twitching and moving in a pronounced manner.&lt;br /&gt;
*Symbiotic Lycanthropes can have large clawed fingers on their hands, which are capable of being temporarily elongated to their full potential, disallowing them from properly holding onto weapons or other objects. When elongated, their claws are roughly the same size as a dagger. Even when suppressed, their fingers are very much clawed and appear canine-like. These claws are just as sharp as the lycanthrope’s beastal ones elongated or suppressed.&lt;br /&gt;
**Symbiotic Lycanthrope have larger pointed teeth than naturally that are sharp, their incisor teeth becoming much sharper and similar to their canines, while their molars also grow sharper in unison. &lt;br /&gt;
*Symbiotic Lycanthropes are capable of climbing similar to their beastal forms, able to unnaturally climb with their clawed hands on flat surfaces that would otherwise not be able to be climbed by a normal person.&lt;br /&gt;
*Symbiotic Lycanthropes will retain their heightened animalistic sense of smell, sight, hearing and taste whilst in their humanoid forms.&lt;br /&gt;
**Symbiotic Lycanthropes are not capable of tracking scents unless they are fresh and the lycanthrope is not able to distinguish between scents. This does not allow the Symbiotic Lycanthrope to track specific people.&lt;br /&gt;
*Wolves, Bears, and other canine animals tend to ignore Symbiotic Lycanthropes. They will not seek to harm the Lycan unless they’re firstly harmed or threatened, seemingly pretending that the Lycan doesn’t exist or is otherwise part of nature.&lt;br /&gt;
*Symbiotic Lycanthropes have plus one strength tier to a max of six. In addition, whilst on all fours, their speed will increase by one tier.&lt;br /&gt;
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[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Jacobin%27s_Bane&amp;diff=1075</id>
		<title>Jacobin&#039;s Bane</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Jacobin%27s_Bane&amp;diff=1075"/>
		<updated>2023-07-30T17:11:52Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;370px  Jacobin’s Bane is not something new in the realm of Aethius, though it has remained underground for centuries. Locked away, able to be contained hopefully for good. It was until a man was stumbling through old curses and magics that the curse had slithered out, and afflicted the man itself. The curse will always find its way to people who are notorious for greed, gluttony, or selfishness, but sometimes it will latch onto people from o...&amp;quot;&lt;/p&gt;
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Jacobin’s Bane is not something new in the realm of Aethius, though it has remained underground for centuries. Locked away, able to be contained hopefully for good. It was until a man was stumbling through old curses and magics that the curse had slithered out, and afflicted the man itself. The curse will always find its way to people who are notorious for greed, gluttony, or selfishness, but sometimes it will latch onto people from other sources, such as from curses or old magic.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
Jacobin’s Bane originates far and away, to one of the many old Pirate Lords of Belinard. The man was simply known as Jacobin, or Captain Jacobin. He was a ruthless pirate, plundering and feasting at every other step; drinking and pulling anything of value from city after city. He had gone so far, killed so many, and was a man of gargantuan proportion and stature; both literally and metaphorically. However, the curse came from one of the many Ihtic practicers on the islands. He had cursed the golden treasures of the island, treasures meant to be buried with the chieftains in the afterlife. It was forbidden to take from these tombs, but when Jacobin and his sailors came around, he showed no mercy. Slaughtering the entire village, it wasn’t long until he found the entrance to this tomb, a cave on the island. He stole everything he could fit, his men taking away what their arms could carry, and following that night, they all found out their irreversible mistake. Jacobin and his men were cursed from that day forth, hence the name, “Jacobin’s Bane”. But, they would find that they were not the only men cursed. That action released the curse, the Ihtic magic into the world. It would spread and lurk, haunting and tracking men like Jacobin, and latching onto them as well.&lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Jacobin’s Bane can only be acquired by being a plethora of negative traits, or through Ihtic magic from extremely powerful Ihtic [[Shamanism|shamans]]. Jacobin’s Bane cannot be spread directly like [[Vallahism]] or [[Lycanthropy]], but it may affect a group of people at a time if they are all sharing the same goals and personalities, such as Jacobin and his crew.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Simply known as ‘Jacobins’, those under Jacobin’s Bane will not witness any physical changes, at least not during daytime or in the short term. Firstly, a Jacobin will notice that their aging comes to a complete halt. From the day they are cursed, they are immortal in the sense that they will no longer grow old. They cannot get any other curses, blessings, diseases, they cannot even be poisoned, the most potent of venoms will flow harmlessly through them. During daytime, when they are struck, they bleed normally and can be killed.&lt;br /&gt;
&lt;br /&gt;
A Jacobin becomes restless and hungry as part of their curse. Typically given to the greedy or gluttonous, they will find that they feel like they are on the brink of starvation, constantly desiring sustenance, but only to find that food turn to ash in their mouth, unable to ever truly eat. They will vomit anything they do get down, and as such, do not actually require food anymore. A Jacobin cannot sleep, no matter how tired they might constantly feel, and finally, a Jacobin cannot physically feel. Their skin is numb, their nerves are all but shot as they can only register pressure. They can’t feel a stab in their chest, a warm fire, or anything of the sort. Their desire is endless, and all they usually want is to be rid of this ungodly change.&lt;br /&gt;
&lt;br /&gt;
At night however, is when the Jacobin’s true form is revealed. Only directly in the moonlight, under a clear night sky will the curse take its form. As the moonlight touches their skin, their skin will retract and dry, their flesh will dissipate away into nothingness, their organs will all but shrink away and fall out of the now skeletal corpse that is the Jacobin. They become a skeleton, an unholy creature of night. During this change, only blunt weapons will damage the skeletal figure, or holy weapons. They will revert when the moonlight no longer touches their skin, the change being incredibly rapid in form.&lt;br /&gt;
&lt;br /&gt;
During daytime, their soul appears normal, but in the moonlight, even their very soul shrinks and shrivels, looking like a darkened and dried raisin.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
A Jacobin will not find any notable mental changes, aside from the previously mentioned constant feeling of starvation, sleep, and their desires amplified tenfold. This will typically make someone afflicted far more rash and thoughtless on their actions, acting on nothing but their own desires.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
Jacobin’s Bane means to severely punish those who are without virtue, and as such, are at the result of these numerous desires. While they can never fulfill them, they are constantly pushing at the mind of the afflicted. This curse will not kill the afflicted, at least not directly. It is meant to be an endless torture of the mind and soul. The cures for the curse are all but buried away with the curse itself, centuries old and likely gone from the minds of many. A Jacobin cannot kill themselves. Any self-inflicted wounds will either do nothing, or simply regenerate.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*At night, the cursed forms into a skeleton of themselves. They can only be damaged by blunt or holy weapons.&lt;br /&gt;
*Cannot physically feel, sleep, or eat. They only physically feel pressure, no pain.&lt;br /&gt;
**They can still be effected by outside sources (spells, injuries, etc) and be rendered forcibly unconscious.&lt;br /&gt;
*Have a constant desire to do the above, their overall wants are increased tenfold.&lt;br /&gt;
*Doesn’t age, they remain the exact same age from the day they are cursed.&lt;br /&gt;
*Cannot have any other curses, blessings, or diseases. They cannot be poisoned.&lt;br /&gt;
*They retain their normal physical strength and speed as a skeleton, no muscle doesn’t mean no strength.&lt;br /&gt;
*They cannot kill nor harm themselves. Any self-inflicted wounds will either do nothing or simply regenerate.&lt;br /&gt;
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[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Gorgonism&amp;diff=1074</id>
		<title>Gorgonism</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Gorgonism&amp;diff=1074"/>
		<updated>2023-07-30T17:11:27Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:darkred;&amp;quot;&amp;gt; [Application Only] &amp;lt;/div&amp;gt;   The life of a Gorgon is one riddled in jealousy and hatred, one known mostly for the wicked creature that lies on the very surface of its being. Rooting back to meanings such as “grim” and “dreadful,” the serpentine curse of Gorgonism breaks down one’s own moral being until they themselves become like the very venom of the viper that made them. While previously ethereal a...&amp;quot;&lt;/p&gt;
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The life of a Gorgon is one riddled in jealousy and hatred, one known mostly for the wicked creature that lies on the very surface of its being. Rooting back to meanings such as “grim” and “dreadful,” the serpentine curse of Gorgonism breaks down one’s own moral being until they themselves become like the very venom of the viper that made them. While previously ethereal and beautiful, these cursed beings no roam only to deal out to others the innate pain they feel in themselves.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
Sometime in between the exodus two thousand years ago and today, there lived a high priestess to [[Arvora]]. She was widely considered to be the most beautiful and eye-catching woman of all within the lands in which she resided. Many men were vying for her heart at any given point, though her heart belonged only to the Matriarch herself, and while this did prove to be troubling, it did not deter others from trying to gain her hand in marriage. She lived humbly, her daily life given in praise and thanks to the goddess she served with the heart of gold she held in her chest. &lt;br /&gt;
&lt;br /&gt;
However, even doing everything right may still breed poor results as the [[Greater Demons|Prime Evil]] of Lust, Nephiti, looked down to find this high priestess to be most bothersome. “How could something with the drive of a stool hold more attention than I?” she spoke in pure jealousy. “I’ll show them all that I am the most captivating in all the worlds.” The Prime Evil, without even so much as a warning, sent a sneaking viper into the bedchamber of the high priestess. It struck quick and true, digging demonic fangs into the pure woman’s neck. She tried to call out for help, but all that came was a whimper as the venom overtook her, driving her into a deep, deep sleep.&lt;br /&gt;
&lt;br /&gt;
When the high priestess awoke the next morning, it was to the tap of a pebble against her window. Such musings were never new, so she got up, having completely forgotten the events of the night before. She put on a robe to cover herself and swung open her window to find whomever it was to serenade or flower her with a song or poem, though the woman was completely stunned by how the man suddenly dropped his instrument, running off with screams of a monster. When soon found by one of the other priestesses, the woman was terrified to find them, in seconds, suddenly seize up and fall to the ground petrified. In the mirror, she found her new Gorgon appearance and, with no understanding of why it came to be, she fled into hiding to become the first of the afflicted, soon driven to a life of regrets, remorse, desperation, and burning jealousy for all who once valued her beauty and all who still unfairly kept theirs.&lt;br /&gt;
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==Acquisition==&lt;br /&gt;
&lt;br /&gt;
Gorgonism is contracted through two means. First, one may be cursed by a malicious being of high power. The curse is historically dolled out only by [[Greater Demons]], those beings jealous in nature of one’s exceptional beauty. It’s typically given out of spite and in complete secrecy, making the person change overnight via an enchanted viper’s bite. However, one Gorgon may make more through the collective bites of at least five snakes within their hair. This is most often a malicious attack and only viable against one who is completely restrained and unable to fight back- Very few, if anyone at all, would willingly give themselves in to the wretched call of Gorgonism.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races that can contract Gorgonism:&#039;&#039;&#039;&lt;br /&gt;
*Humans&lt;br /&gt;
*Elves&lt;br /&gt;
*Halfbreed (except [[Half Orcs]])&lt;br /&gt;
*[[Syrien]] (the snake hair will collect air from the host)&lt;br /&gt;
*[[Centaurs]]&lt;br /&gt;
*[[Dryads]]&lt;br /&gt;
*[[Driders]]&lt;br /&gt;
*[[Rahkatari]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &lt;br /&gt;
*Polymorphing into races not listed while having the curse is not possible.&lt;br /&gt;
*&#039;&#039;To gain the curse, the person must be known to be more beautiful than others of their kind and others in the world. Due to this, many races simply won’t be given the curse as they do not fit the look of that which would drive another to turn them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Unlike other curses, Gorgonism is a trait worn directly on the sleeve of its owner, per se. From the morning after contraction until the curse is lifted or the Gorgon is slain, the bearer’s hair is that of many writhing, flailing, wicked snakes. These snakes may be of any kind with the exception of any lore snake species; the hair is most commonly filled with that of vipers over any other kind of serpent. In addition to the snakes, a Gorgon may hold scales around their forehead and temples, though this isn’t always present. However, a set of scales housing glands will always be present on the sides of the neck that take in air to allow use of their supernatural effects. These are integral to using the abilities of the Gorgon and must remain fully exposed for such. &lt;br /&gt;
&lt;br /&gt;
Additionally, the conventional beauty of the being who bears the curse will be lost as they give off an unseen and nearly hidden aura of hideousness. While this is able to be remedied by non-mundanely charming others around them, the bearer’s face will always appear, quite plainly, hideous. Their eyes will become a bright green and will take on a viper’s shape with a single vertical slit. A dark “crackle” of shadowing will be present in the vicinity of the eyes, which is reminiscent of barely smeared makeup like they had been on the verge of tears. This all being said, due to these beings being made into Gorgons for their previous beauty, the facial and body structure of the Gorgon is almost always very captivating and alluring, typically being the sweetness to the bitter sight to behold atop their shoulders.&lt;br /&gt;
&lt;br /&gt;
The soul of the Gorgon appears a vicious green and seems to slither about in place, almost like a flickering tongue of fire. However, it’s rather dim but not difficult to miss at all.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
Due to previously being a beauty to behold yet now being too horrifying to even hold a conversation with to the general public, Gorgons often begin to resent all who show or flaunt heightened beauty above others. Be it a simple baker in a shop or a royal prince or princess, the Gorgon will find it terribly difficult to grow to enjoy the presence of them so long as they are more beautiful than the Gorgon themselves. These beings are typically jealous, grudge-holding, and desperate creatures that either must find ways to believe themselves beautiful again or simply come to grips with their affliction, both of which are most definitely possible even at the very early stages of the curse. Those who accept the curse upon them may often forgo all mental changes, even going so far as to believe themselves to be the most beautiful in any room due to the power they hold.&lt;br /&gt;
&lt;br /&gt;
==Effects==&lt;br /&gt;
&lt;br /&gt;
Gorgons have no real weaknesses in terms of materials in the world, though on the other side, they are capable of crushing all stone as if it is glass. Mirrors have proven very exceptional against the Gorgon as their petrifying vision can only be effective in direct contact with the eyes, not to mention that the very sight of a mirror, should the Gorgon not accept their curse, is terrifying and startling to the Gorgon themselves.&lt;br /&gt;
&lt;br /&gt;
The snake-like hair of the Gorgon must be fed and cared for regularly, at least once an OOC week. If not properly treated, they will resort to snapping out at others around them in a hostile manner, targeting other people, other snakes within the hair itself, or the one who bears the serpentine hair. They are strictly carnivorous, though may be fed any type of meal. So long as they are properly cared for, the snakes atop the Gorgon’s head are much less likely to randomly strike others near them.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*A Gorgon may not hold any other traits/curses.&lt;br /&gt;
*Gorgons are utterly unable to reproduce, partly due to their hideousness and inability to have lasting relationships with others.&lt;br /&gt;
*Lore Approval is required to gain the curse or transmit the curse to another. Should the curse be attempted to be transferred to another, it requires the player&#039;s OOC consent to be turned as well. Characters may be forcibly turned ICly, but players cannot infect other players without OOC consent.&lt;br /&gt;
*Capable of crushing stone objects/statues like they’re glass. This extends to any stone created by those of all aurums, though it only works on stone.&lt;br /&gt;
*Including any illusions/alchemicals on them, Gorgons are always seen to be hideous to all and lose any capacity to charm others when their heads are visible. &lt;br /&gt;
*Serpentine hair always consists of at least 10 snakes, though can go up to 30 depending on how accepting of the curse the Gorgon is. One who desperately does not wish for the curse would have many more snake locks while one who accepts it could have as many as they wish. These locks are incredibly quick and agile, able to snap over skin and apply a bite in the span of a single turn. They may grow up to 1 meter long at max, though most are shorter. All snake locks&#039; width go from 1-3 inches (2.54-7.62cm) and are unable to sneak into typical plate/chain armor, including helmets.&lt;br /&gt;
*Gorgons are mortal, however, while able to be incapacitated by regular wounds, they will never die unless they are beheaded. Wounds will regenerate at a rate of one tier per OOC hour. Any blood/limb lost is regenerated with the wounds and any snake locks removed will regenerate within two OOC hours. So long as there is a head attached to the torso, the Gorgon will regenerate to full health in time.&lt;br /&gt;
*All Gorgons have petrifying sight, capable of making anyone around them seize up so long as there is direct eye contact. “Direct eye contact” means that the Gorgon’s eyes are not being viewed through a reflection, such as a mirror or the surface of water. Stacks of petrification are gained only once per turn and may be applied through direct eye contact or bites from the Gorgon’s snake locks.&lt;br /&gt;
**1st stack will drive the enemy to be startled by the Gorgon’s appearance. All concentration is broken for this turn.&lt;br /&gt;
**2nd stack slows the enemy by 2 tiers for this turn.&lt;br /&gt;
**3rd stack roots the enemy in place for this turn.&lt;br /&gt;
**4th stack stuns the enemy for this turn, though they may still close their eyes unless something else makes them unable to.&lt;br /&gt;
**5th stack will completely petrify the enemy, paralyzing them for the next OOC hour. Cannot be stacked further.&lt;br /&gt;
**Petrification stacks fade after the stressful scenario has ended.&lt;br /&gt;
*The bites from the snake hair also have petrifying effects. Each consecutive turn with bites from a snake lock on flesh will apply one stack of petrification. &lt;br /&gt;
*The Gorgon’s nails hold the same supernatural petrifying effects, when wished for, and have the strength/durability of steel.&lt;br /&gt;
*For any supernatural abilities to be used, the scales on the neck MUST be visible and exposed.&lt;br /&gt;
*There are two forms of Gorgonism: Rejected and Accepted. The specific base type, between Reject or Accepted, must be specified on the application and it can only be changed via Lore approval.&lt;br /&gt;
*Gorgons are immune the supernatural effects of other Gorgons.&lt;br /&gt;
 &lt;br /&gt;
===Rejected Gorgonism===&lt;br /&gt;
&lt;br /&gt;
If not wished for and not welcomed, the curse will flourish within the being and its supernatural abilities will be more powerful. However, it will be more rampant and unable to be controlled.&lt;br /&gt;
&lt;br /&gt;
*The Gorgon suffers from the full effects of the mental changes, driving them to be horribly jealous and resentful towards those with beauty.&lt;br /&gt;
With a wailing screech, all stone constructs (statues, objects, etc.; not buildings, not pillars, etc.) in a 10 meter radius will shatter to sand. All objects held in hand that are even partially made of stone are dropped from the hands of those in the same radius. 5 turn cooldown.&lt;br /&gt;
*The snake locks are much more likely to randomly attack others around the Gorgon and will often not obey the Gorgon.&lt;br /&gt;
 &lt;br /&gt;
===Accepted Gorgonism===&lt;br /&gt;
&lt;br /&gt;
If welcomed and accepted as power of strength, not power of beauty, the curse well lessen in supernatural strength while making the Gorgon more sound of mind. They suffer none of the mental changes and have no remorse for their affliction.&lt;br /&gt;
&lt;br /&gt;
*The snake locks obey the Gorgon well, even willing to take orders given through the mind. &lt;br /&gt;
*Once per combat scenario, they may apply a single petrification stack to all in a 10 meter radius regardless of eye contact or bites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Arvora%27s_Ascended&amp;diff=1073</id>
		<title>Arvora&#039;s Ascended</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Arvora%27s_Ascended&amp;diff=1073"/>
		<updated>2023-07-30T17:10:39Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt; [Cannot be applied for.] &amp;lt;/div&amp;gt;  The Arvora&amp;#039;s Ascended, Sisterhood of Arvora or simply The Ascended are a group of individuals in their respective regions of the world whom are blessed by the deity Arvora herself. Their primary task and goal is a dedication to assisting, healing and keeping life alive for as long as possible in a comfortable state. Consisting mainly of those who want to uphold the Ascended do...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Cannot be applied for.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Arvora&#039;s Ascended, Sisterhood of Arvora or simply The Ascended are a group of individuals in their respective regions of the world whom are blessed by the deity [[Arvora]] herself. Their primary task and goal is a dedication to assisting, healing and keeping life alive for as long as possible in a comfortable state. Consisting mainly of those who want to uphold the Ascended doctrine, the Arvora’s Ascended, while originating from [[Arvora]] herself, tends to have leaders of their respective branches all over the world(s). In the case of the Branch of Aversia, the Divine Servant Erika leads the charge. Unlike most divine or magicians, the blessed do not have their aurum afflicted or removed by this trait, and can take on any other aurums that are not profane in nature while possessing this trait. However, this trait is focused entirely on upholding Arvora’s doctrine and the ideals of preserving life, and as such may be restricted due to their oaths.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
Before the times of death, stood life alone by itself. It thrived without end, with nothing to bring ends to it. Life reigned above all, but when Morto arrived; that all changed. Death had become a part of life, and with so much of life perishing, came the Arvora’s Ascended. Designated to help keep life alive as long as possible, they help Arvora keep the plants green, the animals healthy, and the many races alive. While they do their best to make everything live as long as possible, most, if not all Ascended accept the factor of death, even the Mother herself does. Death has and must be a part of life, and for the cycle of life to end, mortality must take its place in the world, so that it may begin anew.&lt;br /&gt;
&lt;br /&gt;
==Oaths of the Ascended==&lt;br /&gt;
I. Oath of Pacifism: Thou shalt stay your hand from any and all violence against the Aversians of the realm, unless in self defense. Beings of extradimensional threat or that which is unhealthy or poses a genuine threat to the good of the people are exceptions to this. This oath remains even when not engaging on behalf of the sisterhood.&lt;br /&gt;
&lt;br /&gt;
II. Oath of Devotion: Thou shalt dedicate yourself to the craft of the Ascended and the Deity Arvora for the rest of your living septs. In return for immortality, thou shalt put matters regarding the sisterhood above all when they occur, regardless of political station under fear of divine reprisal and a mark of exile forevermore.&lt;br /&gt;
&lt;br /&gt;
III. Oath of Equality: Thou shalt treat all peoples big and small with equal care and peace as long as they pose no threat to the holy lands or the sisterhood when representing them. Cursed or profane matters not, and even those outside the mortal realm must be treated as long as they do not pose a threat to the cycle of life. If you have been assaulted by a being while acting on behalf of the sisterhood, these people can be turned away.&lt;br /&gt;
&lt;br /&gt;
IV. Oath of Heraldry: Thou art the very words of Arvora upon the mortal plane, and as such the Ascended as a group are forbidden from engaging in any political actions collectively that would disrupt the other tenets of their oaths.&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
Upon the back of the Ascended’s dominant hand, a flower representative of their form and personality. These can vary from anything from tulips to roses, to lore plants such as [[Lovepetal]] or [[Mouthwater]]. Unlike most plants however, in place of a stem, vines form across the hand and forearm in the form of a tattoo, further marking them as one of the Ascended. When using an ability, the mark seems to glow a low yet vibrant green color, as they harness the divine energy required to perform Arvora’s will.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
The Ascended are remarkably known for being loving and caring for nature and for life itself. They will harness the urge to use their powers for good whenever necessary, to keep people and animals unharmed and protected, or if needed, to bring them back from death entirely. They also hold an affiliation with nature and plants, being able to detect the needs of a plant, such as more sunlight, water, or certain nutrients.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Ascended have access to all listed active and passive abilities below.&lt;br /&gt;
*An Arvora’s Ascended cannot physically hold any other trait or curse. Any exceptions will still not stack alongside the trait and will remain seperate.&lt;br /&gt;
*An Arvora’s Ascended can use all of these abilities outside the bounds of the Spirit Tree. While being within the Spirit Tree helps them, they are not restricted to it.&lt;br /&gt;
&lt;br /&gt;
==Active Abilities==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Overgrowth&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Cooldown: 12 OOC Hours&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Activation Time: 5 Turns&lt;br /&gt;
*Duration: 1 OOC Day&lt;br /&gt;
*Range: 20 Meter Radius&lt;br /&gt;
*Effect: Overgrowth allows the Ascended to create a ‘mobile’ sort of revival post wherever they go. They do this by using their divine energy to flood the life and ground around them, therefore blessing it in the name of Arvora. This creates a holy land of sorts, by influencing the ground and enhancing plants to grow faster and stronger. This blessed area is resistant to blights, negative magical effects, and even forest fires. Nature within the area is notably pacifist and even friendly at most times. Any profane entities that attempt to enter without the Ascended&#039;s permission find themselves blocked by a barrier of Aura which cannot be broken. Overgrowth allows the Ascended to use their Resurrection ability outside of the Spirit Tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Resurrection&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Cooldown: 48 OOC Hours&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Activation Time: 5 Turns Minimum&lt;br /&gt;
*Duration: Instant&lt;br /&gt;
*Range: 5 Meters&lt;br /&gt;
*Effects: This ability can only be used in holy lands of Arvora, such as the Spirit Tree or an area blessed by Overgrowth. Tapping into their divine power, the Ascended focuses upon a soul that wishes to come back to life (has an approved revival app), and they summon the soul to them. As long as the soul is within the same realm of existence as the Ascended, it can be summoned. This ability then allows the Ascended to heal an existing corpse for the soul to be housed in or create a new body identical to the normal body of the deceased prior to their death. The way the body is recreated is up to the interpretation of the Ascended doing the work, leaving them to recreate it in the way they want. Once the body is recreated, however, the soul is then firmly placed back into the body, and the revival is completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Matriarch’s Vision&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Cooldown: 1 OOC Hour&lt;br /&gt;
*Concentration: Low&lt;br /&gt;
*Activation Time: 2 Turns&lt;br /&gt;
*Duration: Permanent Unless Dispelled&lt;br /&gt;
*Range: 10 Meters&lt;br /&gt;
*Effects: The Ascended temporarily grants their eyes the ability to see most, if not all issues present within someone. It gives them a type of ‘x-ray’ vision that lets them see directly past the skin and even clothing of someone, seeing the bones, any diseases they might have, or internal wounds/injuries. This ability only allows the Ascended to identify diseases they have seen someone afflicted with or have treated before. This will allow an Ascended to identify whether someone is pregnant, but no further information than that. They can wave this off at any time, and during the time, their eyes turn a vibrant and beautiful green. They fail to see color during this time, and anything beyond ten meters is a gray blur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Purification&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Cooldown: 24 OOC Hours&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Activation Time: 5 Turns&lt;br /&gt;
*Duration: Instant&lt;br /&gt;
*Range: Touch&lt;br /&gt;
*Effect: The Ascended takes hold of a soul or individual with a corrupted soul and body, and sends their divine energy through them. They then slowly pull and bring out the curse or corruption from within their body, cleansing them of it. This corruption is then dispersed into the air, wisping away as if never having been there in the first place. This ability can be used to cure lesser curses such as lesser vallahism, lycanthropy, jacobin’s bane, etc. Greater Vallah will feel physically weakened to the point of lesser vallahism for an OOC day, yet will return to normal if nothing happens during that time. This ability can cure greater curses such as Greater Vallahism with 2+ Ascended working together. This ability cannot cure Vallah Lords. As an alternative, this ability can also cure diseases and necrosis, but must be effectively treated mundanely first as if they were going to be cured, as this ability merely speeds up the recovery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Mass Resurrection&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Cooldown: 1 OOC Week&lt;br /&gt;
*Concentration: High&lt;br /&gt;
*Activation Time: 5 Turns minimum&lt;br /&gt;
*Duration: Instant&lt;br /&gt;
*Range: Touch&lt;br /&gt;
*Effect: This ability requires 3+ Ascended to be used. This ability can only be used in the Holy Lands of Arvora such as the spirit tree and overgrowth zones. This ability does not come off cooldown except by the cooldown naturally running down. The Ascended call upon the Miracle of life of Arvora, controlling and manipulating the souls within a 50 meter radius to an area within the available holy lands where compatible and fully healed bodies rest. At the finalization of the ability, the souls collectively enter the forms designated by the Ascended, bringing them back to life with True Revivals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Regenerate&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Cooldown: Passive&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Activation Time: Passive&lt;br /&gt;
*Duration: Continuous until Dispelled&lt;br /&gt;
*Range: Touch&lt;br /&gt;
*Effect: The Ascended channels the gift of life from their forms into another, providing their bodies with energy that rapidly accelerates and heals their wounds in front of their very eyes. It takes 5 turns for severe, 4 turns for moderate, 3 for mild and 2 for minor to heal, and Lethal wounds take 6, however if the person is alive it will not heal them in time. This ability works on those already perished or souless, and actively preserves the corpses and comatose when used upon them. This ability can only heal one wound at a time, however does not inflict the magical healing debuff and can regenerate a body as long as there is at least one major limb such as an arm, leg, head or torso remaining.&lt;br /&gt;
&lt;br /&gt;
==Passive Abilities==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Eternal Duty&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Effects: The Ascended, being a servant of Arvora, is unable to truly and permanently die under most circumstances. In the event of the Ascended perishing, they will come back the next sept at the Spirit Tree, under most circumstances. Along with this, the Ascended do not age. They will not grow older from the moment they are gifted the trait. As another boon, they are immune to all afflictions. These include curses, diseases, and poisons. Their body will simply isolate them and deal with poisons and diseases, and will outright deny any curse from taking hold. Finally, they have accelerated healing within the bounds of the Spirit Island whilst injured, as part of the flowing residual life around them that helps them recover.&lt;br /&gt;
*Mechanics:&lt;br /&gt;
**The Ascended do not require a revival application, they simply must wait 24 OOC hours before they are automatically revived.&lt;br /&gt;
**The Ascended do not age, remaining the exact same age throughout their time as an Ascended.&lt;br /&gt;
**Hold immunities to pathogens, poisons, and curses.&lt;br /&gt;
**Accelerated healing by factor of three times, such as a wound taking six OOC days to heal, now taking only two OOC days to heal.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Nature’s Blessing&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Effect: The Ascended work alongside nature day in and day out, and with that comes the few benefits with it. The Ascended are not targeted or desired any by predators or dangerous animals, them being completely passive unless harshly provoked. Along with this, whilst in the Spirit Tree, cooldowns on abilities are drastically reduced to assist the work environment and business of an Ascended. They use the Spirit Tree and life around it as a means of helping them with their divine abilities, along with the swirling mass that is the leylines below them.&lt;br /&gt;
*Mechanics:&lt;br /&gt;
**Ability cooldowns are removed whilst in the Spirit Tree.&lt;br /&gt;
**Entering the Spirit Tree removes any present cooldowns.&lt;br /&gt;
**Any living creature will not outright attack an Ascended unless the Ascended harshly provokes them, such as directly attacking them. Summoned creatures or those ordered, or voidal in nature are not affected by this passive.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Mother’s Hand&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Effect: The Ascended naturally takes a leaning towards life, and is able to nurture plants and small animals, along with passing along a blessing from the Ascended. This will make the animal or plant more durable and resistant to diseases as a result, and will help them grow faster. They nurture them simply through tending to them and contact.&lt;br /&gt;
*Mechanics:&lt;br /&gt;
**Can heal and mend plants, passing along a blessing of sorts that makes them hardier and healthier.&lt;br /&gt;
**Can heal animals, through direct contact and tending to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Spirit Vision&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Effect: As one who works with souls, the Ascended are given the ability to see all souls, ranging from those of minor lifeforms such as squirrels and chipmunks, to the Divine and Magical souls one might see. They can see them from a good distance, and are seen based on the current Soul lore, yet the Ascended will find themselves unable to be blinded by them, as they must work with them about around the clock given their line of servitude.&lt;br /&gt;
*Mechanics:&lt;br /&gt;
**Allows the Ascended to see souls.&lt;br /&gt;
**They may see souls up to one hundred meters away, something obstructing the line of sight between them and the soul will reduce this vision by half.&lt;br /&gt;
**If the Ascended is fifteen meters away or closer, they may guide the soul, slowly tagging it along with them to bring them elsewhere. They can only guide one soul at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;Everlasting Aide&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*Effect: The Ascended aren’t always guaranteed to have help in healing situations, especially when it comes to healing outside of the Spirit Tree. Due to this, after being gifted their trait-granting mark, the Ascended is met by a creature that would, at that moment, dedicate itself eternally to the Ascended. Able to help in all manners of healing depending on what creature they are, they will serve alongside the Ascended as long as they hold the trait, until they may both at last find eternal rest.&lt;br /&gt;
*Mechanics:&lt;br /&gt;
**Each Ascended gets one lore creature up to Dangerous-tier (or a Treant) that will exist as long as the Ascended does. They must be able to fit into the space of a 3x3x3 meter cube in size, and if they naturally don’t, they are naturally smaller to fit.&lt;br /&gt;
**The Aide bond to the Ascended, if intended for use in combat, will follow all combat pet rules. They are utterly unable to do anything in combat but defend, though the Ascended may command them to defend either them or others in the scenario.&lt;br /&gt;
**If the Aide is killed in combat, their soul will tether to their bound Ascended and may not be influenced by anyone but their Ascended. The soul must be taken to either an Overgrowth spot or the Revival Garden where the Ascended will perform the Resurrection spell to revive them. If the Ascended dies, the Aide will defend the Ascended’s body, even if it means their end as well. If they survive, they will remain with the body until the Ascended revives, which at that time the Aide will be sent immediately along with the Ascended’s soul back to their side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TraitBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Trait]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Portalstone&amp;diff=1072</id>
		<title>Portalstone</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Portalstone&amp;diff=1072"/>
		<updated>2023-07-30T17:08:50Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Legendary |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Portalstones change colors depending on the lighting. They can take the appearance of Purple, Blue, Gray, Green, Yellow, Red, and Pink. Typically, Portalstones are a combination of coloring. In sunlight they will take on...&amp;quot;&lt;/p&gt;
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{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Legendary&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Portalstones change colors depending on the lighting. They can take the appearance of Purple, Blue, Gray, Green, Yellow, Red, and Pink. Typically, Portalstones are a combination of coloring. In sunlight they will take on a more blue-green appearance, but in artificial light (candles, campfires, etc) the gemstones will appear more pinkish-red.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Portalstones can only be found in areas where the veil is extremely thin, and are often nestled in dangerous or hard to reach places. They are extremely rare, as trying to get one for your own often results in a rather injury laden failure. These stones do not seem to have any pattern to where they can be found and are rarely, if ever, found nearby other Portalstones.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Portalstones are a typically small, teardrop shaped stone that are about 3 centimeters in diameter. These stones glisten, shine, and glimmer constantly, making them very easy to make out at close range. From further away they may glint and catch the eye, but an exact location can be difficult to find being that the stone tends to teleport around at random until it binds to whomever touches it. When a Portalstone is grabbed, the strange flux that it finds itself in ends abruptly, and it binds to the persons aurum to keep stabilized. Portalstones possess an enchantment on their surfaces that warps reality, resulting with an expandable ‘inner pocket’ to the stone. This ‘pocket dimension’ is capable of housing objects that may not exceed 10x10x10 meters. Objects stored within a Portalstone are weightless and easy to carry. Living things cannot be put into a Portalstone for storage.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*This stone is capable of holding any number of items that do not exceed a 10x10x10m radius within the stone.&lt;br /&gt;
*If the stone is destroyed or tampered with, the items within will be lost.&lt;br /&gt;
*The Portalstone itself binds to whomever touches it first, and they are the only person capable of using or accessing it. In other words, Soulbound.&lt;br /&gt;
&lt;br /&gt;
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{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Legendary]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vulcite&amp;diff=1071</id>
		<title>Vulcite</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vulcite&amp;diff=1071"/>
		<updated>2023-07-30T17:08:30Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Charred black with glowing shifting veins of deep red. |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Volcanic slopes and ash plains. |} |}  ==Description== Vulcite are stones blasted up to the surface...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Charred black with glowing shifting veins of deep red.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Volcanic slopes and ash plains.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Vulcite are stones blasted up to the surface from the unknowable depths of volcanic pools deep beneath the surface, unseen prior to the second Lucent-Ira war they glow with cracks of volcanic blazing warmth that shift from crimson to sangria like slow flames flickering in the glowing veins that spread throughout the rock. Vulcite is typically found as large charred boulders with the aforementioned cracks running throughout the stones are hot, very hot, surrounded by a heat haze that never fades completely and would burn flesh easily, these properties make them highly sought after by mages of both Pyromancy and Terramancy as well Belek followers who believe the stones emergence is tied to the war, seeing it as a gift from their eternal tyrant.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*Vulcite has potential as a catalyst for both [[Pyromancy|Pyromancers]] and [[Terramancy|Terramancers]].&lt;br /&gt;
*Vulcite is constantly extremely hot to the touch, and can cause severe burns if held in contact long enough.&lt;br /&gt;
**This temperature effect only extends to living flesh, but is generally only a hazard during crafting, or in very large quantities.&lt;br /&gt;
*Vulcite produces a constant low light level from the glowing cracks within it, but is highly sparkable.&lt;br /&gt;
**If scraped against any kind of metal weapon, the stone shatters, but uses its energy to light the blade on fire.&lt;br /&gt;
**If thrown against the ground or shattered in any way, the sparks created cause a bright flash of light that severely impairs and/or temporarily blinds any light-sensitive monsters or beings that were looking in that direction up to 10m away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Necrite&amp;diff=1070</id>
		<title>Necrite</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Necrite&amp;diff=1070"/>
		<updated>2023-07-30T17:08:10Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Dark Green, Nearly Black |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Lowlands, Underground |} |}  ==Description==  Necrite is a dark green, nearly black stone which is found deep within the crust of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Dark Green, Nearly Black&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Lowlands, Underground&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Necrite is a dark green, nearly black stone which is found deep within the crust of the realm. It is said that the stone remains where fallen Empires once were. The stone is an enigma as it is both revered by [[Morto]] followers and Necromancers, each seeking to use it as an ingredient for their various pursuits.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*Necrite is highly potent to spirits and incorporeal undead. It is said to be one of the few things which is able to harm spirits as if it were material. Powdered Necrite can also be set alight a green flame erupting which causes a noxious effect for ethereal undead, disorienting them and making them susceptible to attack.&lt;br /&gt;
*Necrite is able to touch incorporeals and ethereals in all forms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Moonstone&amp;diff=1069</id>
		<title>Moonstone</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Moonstone&amp;diff=1069"/>
		<updated>2023-07-30T17:07:49Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Pitch Black or Porcelain White |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Caves and Blessed Areas of Ombra |} |}  ==Description== The gemstone seems to hold the abyssal void within it. The surroundi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Pitch Black or Porcelain White&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Caves and Blessed Areas of Ombra&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The gemstone seems to hold the abyssal void within it. The surrounding vicinity of the stone is to be consumed by darkness, its radius acting within accordance to the stones size. It&#039;s either Pitch Black or Porcelain White coloring makes for the ideal gemstones for [[Ombra]] followers, whom praise the stones to be nigh holy in prospect, a gift from the goddess herself. It is said that noble [[Vallahism|vallahs]] will purchase the stone in great quantities for the protection of themselves and their servants. The stones seem to be the antithesis to sunstones, the two neutralizing one another.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*The stones continually absorb lunar light, eventually reaching capacity. Once this happens, the stone will release the energy in the form of coldness which emanates from the stone.&lt;br /&gt;
**They cannot be turned on and off at will, but instead activate when in the presence of light unless covered.&lt;br /&gt;
*Moonstones may affect Vallah in a variety of ways. See [[Vallahism]] for more details.&lt;br /&gt;
*Depending on the size, Moonstones can last anywhere from 10 Turns to 25 Turns&lt;br /&gt;
**Small: 10 Turns&lt;br /&gt;
**Medium: 15 Turns&lt;br /&gt;
**Large: 25 Turns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Mirrorstone&amp;diff=1068</id>
		<title>Mirrorstone</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Mirrorstone&amp;diff=1068"/>
		<updated>2023-07-30T17:07:27Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Reflective, Green when Raw |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Mountainous Areas |} |}  ==Description== Mirrorstone is a rare yet essential ingredient for mages who wish to dabble in portals....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Reflective, Green when Raw&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Mountainous Areas&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Mirrorstone is a rare yet essential ingredient for mages who wish to dabble in portals. Mirrorstone is said to be one of the only ways to create a permanent portal, enchantments often being bound to intricate and ornate surfaces of Mirrorstone. In a more mundane application, it is said to make some of the clearest and most accurate mirrors, easily surpassing its more mundane counterpart, making it widely sought after by nobility.&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*Mirrorstone is capable of being used as a target for enchanting portals, being the main and largely accepted way of doing this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Linthwell&amp;diff=1067</id>
		<title>Linthwell</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Linthwell&amp;diff=1067"/>
		<updated>2023-07-30T17:07:06Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Natural to the surrounding stone. |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Caves, Deeprun. |} |}  ==Description== In rejection of the earth itself, Linthwell has risen from the ground - seeking fl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Natural to the surrounding stone.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Caves, Deeprun.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
In rejection of the earth itself, Linthwell has risen from the ground - seeking flight. These stones range in colors, from grays to tans and reds. Their forms often cracked and gathered together, many of these stones will conglomerate to a fractured platform. If undisturbed for great periods of time, the platforms of Linthwell stones will appear deceptively solid but will crumble by a footfall of anything greater than a goblin.&lt;br /&gt;
&lt;br /&gt;
==Special===&lt;br /&gt;
&lt;br /&gt;
*Extremely magnetic, will conglomerate with nearby Linthwells overtime.&lt;br /&gt;
*Linthwell will naturally come to float up from the ground, oft gathering across cavern ceilings.&lt;br /&gt;
*Natural conglomerates of Linthwell are fragile, and will crumble into its small stones if anything heavier than a goblin walks across.&lt;br /&gt;
*Linthwell may be utilized in inventions and alchemicals for its applications concerning gravity, and magnetism.&lt;br /&gt;
*Small platforms, up to 1m large may be made by Linthwell - provided supernatural influences such as magic or alchemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Icedust_Stones&amp;diff=1066</id>
		<title>Icedust Stones</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Icedust_Stones&amp;diff=1066"/>
		<updated>2023-07-30T17:06:35Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Pale ice-like blue |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Only found in the coldest places of the world where temperatures have never been above -20 Celsius [-4 Fahrenheit]. |} |}  ==Description...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Pale ice-like blue&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Only found in the coldest places of the world where temperatures have never been above -20 Celsius [-4 Fahrenheit].&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Icedust Stones have been in very prolonged permafrost. Through this extreme amount of time and unknown means, most likely magical, these stones have somehow managed to self-regulate their temperatures in any and all conditions, regardless of heat. Though potentially magical in nature, self-regulation prevents the stones from losing their temperature. Though this effect can only be removed through grinding the stones into powder upon which the effect is seemingly destroyed, there are other ways to reduce it&#039;s effects temporarily, though not totally. These stones can be crushed with relative ease.&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*Maintains a constant temperature of -30 Celsius (-22 Fahrenheit.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Elderium&amp;diff=1065</id>
		<title>Elderium</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Elderium&amp;diff=1065"/>
		<updated>2023-07-30T17:06:14Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; An Obsidian-like color, with hints of purple near its many edges. |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Hilly Areas |} |}  ==Description==  Elderium is an obsidian-like material found near Th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; An Obsidian-like color, with hints of purple near its many edges.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Hilly Areas&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Elderium is an obsidian-like material found near [[The Veil#leylines|leylines]] in volcanic areas. Though its creation process is entirely unknown or irreparable, the stone seems to be a rare find, one that the leylines seem adverse to. Because of this, Elderium often is found near arcamite stones, which tend to override and ruin Elderium. Elderium is most oft used by non-mages to fight [[Magecraft|mages]], [[Feyspeak|feymarked]], and [[Runesmithing|runecrafters]] since ancient times as it limits their magic and sickens them.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*Elderium is largely toxic to mana users and burns their skin on contact or even through clothing, making it a very dangerous tool for them. Elderium when coming into contact with active magic spells is able to activate them preemptively (ex: if a fireball is launched at someone with an elderium stone, they can throw the stone to have the fireball burst early, saving themselves from potential harm. This can only be done once before the stone breaks and becomes unusable.) When a mana user is struck with elderium, their concentration is broken and they are unable to cast for two turns after being injured by it. This is able to be achieved by rolling on a 1d20 and getting a 10+ for accurately landing the projectile.&lt;br /&gt;
&lt;br /&gt;
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{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Arcamite&amp;diff=1064</id>
		<title>Arcamite</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Arcamite&amp;diff=1064"/>
		<updated>2023-07-30T17:05:54Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Iridescent Purple |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Within a ten meter radius of leylines. |} |}  ==Description==  Arcamite is a slowly growing crystal which forms in close proximity to T...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Iridescent Purple&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Within a ten meter radius of leylines.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Arcamite is a slowly growing crystal which forms in close proximity to [[The Veil#leylines|leylines]]. It&#039;s theorized that Arcamite is the world forming a metaphorical &amp;quot;scab&amp;quot; to stop too much mana bleeding in through said leylines, The crystal itself only grows when being fed mana and will not grow further if not provided a sufficient source. The growth of Arcamite will continue until coming into contact with anything other than air.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*Arcamite is capable of retaining spells within its crystalline structure, and can be imbued as a Consumable-Type catalyst.&lt;br /&gt;
*Arcamite will grow constantly in areas supplied with mana.&lt;br /&gt;
*Theoretically one could attempt to grow Arcamite at a reduced rate by suspending the crystal in liquid mana which it will consume at a slow rate.&lt;br /&gt;
*Arcamite, when crushed down and mixed with water, can create Liquid Mana. One Arcamite produces 250 mL worth of Liquid Mana.&lt;br /&gt;
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&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Angelshale&amp;diff=1063</id>
		<title>Angelshale</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Angelshale&amp;diff=1063"/>
		<updated>2023-07-30T17:05:28Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Pale yellow with thin white teardrop patterns running throughout the stone resembling feathers. |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Frigid beach heads. |} |}  ==Description==  Pieces of Angel...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Rare&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Pale yellow with thin white teardrop patterns running throughout the stone resembling feathers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Frigid beach heads.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Pieces of Angelshale are found occasionally washed up on frigid coasts to the north, they began appearing infrequently after onlookers witnessed a falling star strike at the horizon at the beginning of the second Lucent-Ira war, these stranger feather shaped stones being carried by the waves from lands unknown before washing ashore, the stones are feather like in shape and sound hollow upon being tapped with a feeling not too dissimilar  to that of bone, straining the stone will cause it to snap and shatter a pale blue gel viscous and coating to the touch, this gel being quickly known as &amp;quot;Marrow&amp;quot; given its properties. Additionally it has been noted that Angelshale cause discomfort to those souls deemed cursed when held for extended periods of time. These properties have made them sought after by mages of the Healing and Soul disciplines with groups following the God [[Dahriim]] viewing them as gifts from their god unto this world.&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*Angelshale has potential as a catalyst for those of the Healing and Soul disciplines.&lt;br /&gt;
*When Angelshale is broken, it contains a handful of holy water capable to be used that wears off 24 OOC hours after exposed.&lt;br /&gt;
*This can be substituted for holy water for alchemists, as after formed into an alchemical, it remains permanent.&lt;br /&gt;
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&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Rare]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Wiseman%27s_Stone&amp;diff=1062</id>
		<title>Wiseman&#039;s Stone</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Wiseman%27s_Stone&amp;diff=1062"/>
		<updated>2023-07-30T17:05:07Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Common |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Gemstone: Green, non reflective |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Grasslands |} |}  ==Description==  Wiseman&amp;#039;s stone dates back to the earliest formations of rocks found around Aversia&amp;#039;s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Common&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Gemstone: Green, non reflective&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Grasslands&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Wiseman&#039;s stone dates back to the earliest formations of rocks found around Aversia&#039;s plains and grasslands. It&#039;s dark green shade makes it stick out from the other formations of stone, though it is often mistaken for [[Wynderan]]. The stone&#039;s most remarkable properties are being able to detect magical conduits and sources within a vicinity which grows with the size of the stone. People most commonly use it to hunt items of great power, or [[The Veil#leylines|leylines]].&lt;br /&gt;
&lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*The Wiseman&#039;s stone, when around great sources of mana, its surface begins to illuminate a bright green. When around areas lacking any sort of mana, it darkens to almost a black.&lt;br /&gt;
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&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Common]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Deep_Crystals&amp;diff=1061</id>
		<title>Deep Crystals</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Deep_Crystals&amp;diff=1061"/>
		<updated>2023-07-30T17:04:42Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{|style=&amp;quot;float:right;width:25%&amp;quot; |style=&amp;quot;padding:10px&amp;quot;| {|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot; |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Common |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Deep Crystals come in all colors of the spectrum. |- |style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Deep Run |- |} |}  ==Description==  Jutting from the solid earth of the Deep Run, the Deep Crystals are...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:25%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Rarity:&amp;lt;/span&amp;gt; Common&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Color:&amp;lt;/span&amp;gt; Deep Crystals come in all colors of the spectrum.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:5px;&amp;quot;|&amp;lt;span style=&amp;quot;color:#F3BE53;&amp;quot;&amp;gt;Location:&amp;lt;/span&amp;gt; Deep Run&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Jutting from the solid earth of the Deep Run, the Deep Crystals are found sprawling throughout its systems; they offer a dim aura for their respective colors, which gently lights the previously-pitch caverns of the unforgiving Deep Run. Their crystalline makeup makes it hard and dense; however, it its rigid structure means it can be easily broken from its place.&lt;br /&gt;
 &lt;br /&gt;
==Special==&lt;br /&gt;
&lt;br /&gt;
*If a drop of nectar from a [[Dreaming Lily]] lands on a piece of a Deep Crystal, it may be used as a [[Catalysts|catalyst]] additive for [[Terramancy]] or [[Pyromancy]].&lt;br /&gt;
*Deep Crystals can hold magical flame within them without any side effects for far longer then a regular mage can [twice the duration], allowing them to double as magical torches if used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Deep Run]]&lt;br /&gt;
[[Category:Stone]]&lt;br /&gt;
[[Category:Common]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Stones&amp;diff=1060</id>
		<title>Stones</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Stones&amp;diff=1060"/>
		<updated>2023-07-30T17:04:20Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;margin:auto;text-align:center;width:50%&amp;quot; ! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Stone ! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Rarity |- |Deep Crystals |style=&amp;quot;color:#FFFDDF;&amp;quot;|Common |- |Wiseman&amp;#039;s Stone |style=&amp;quot;color:#FFFDDF;&amp;quot;|Common |- |Angelshale |style=&amp;quot;color:#FF9344;&amp;quot;|Rare |- |Arcamite |style=&amp;quot;color:#FF9344;&amp;quot;|Rare |- |Elderium |style=&amp;quot;color:#FF9344;&amp;quot;|Ra...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; style=&amp;quot;margin:auto;text-align:center;width:50%&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Stone&lt;br /&gt;
! style=&amp;quot;width:50%;background-color:#333333;color:lightgrey;&amp;quot;|Rarity&lt;br /&gt;
|-&lt;br /&gt;
|[[Deep Crystals]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Wiseman&#039;s Stone]]&lt;br /&gt;
|style=&amp;quot;color:#FFFDDF;&amp;quot;|Common&lt;br /&gt;
|-&lt;br /&gt;
|[[Angelshale]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcamite]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Elderium]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Icedust Stones]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Linthwell]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Mirrorstone]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonstone]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Necrite]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunstone]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Vulcite]]&lt;br /&gt;
|style=&amp;quot;color:#FF9344;&amp;quot;|Rare&lt;br /&gt;
|-&lt;br /&gt;
|[[Portalstone]]&lt;br /&gt;
|style=&amp;quot;color:#00FBFF;&amp;quot;|Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Valois_Spaniel&amp;diff=1059</id>
		<title>Valois Spaniel</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Valois_Spaniel&amp;diff=1059"/>
		<updated>2023-07-30T17:03:16Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;thumb  The Valois Spaniel is a medium sized dog, standing at around 1.5 - 1.8 feet at their shoulders, and weighing in at around 30 - 40 pounds. They are a somewhat long-lived breed as well, usually living to be around 12 - 16 years of age.  Valois Spaniels were bred for the purpose of hunting, and as a result, have a high prey drive, as well as a high energy level. These are not the dogs for a simple household; they will often become destructi...&amp;quot;&lt;/p&gt;
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&lt;div&gt;[[File:ValoisSpaniel.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
The Valois Spaniel is a medium sized dog, standing at around 1.5 - 1.8 feet at their shoulders, and weighing in at around 30 - 40 pounds. They are a somewhat long-lived breed as well, usually living to be around 12 - 16 years of age.&lt;br /&gt;
&lt;br /&gt;
Valois Spaniels were bred for the purpose of hunting, and as a result, have a high prey drive, as well as a high energy level. These are not the dogs for a simple household; they will often become destructive if they don&#039;t have an outlet for their energy. Because of this, they are usually kept in kennels owned by nobles, or hunters.&lt;br /&gt;
&lt;br /&gt;
These dogs usually have a white or cream-colored base coat, interrupted by orange, light brown, or liver spots. Black or grey/grey-blue are possible colors as well, though they are less common. Their coats are relatively short, except for along their tails; similar to the laugh boar hound, Valois spaniels have &#039;flags&#039; on their tails that allow hunters to keep track of their dogs in thick brush. Some dogs, however, have their tails docked to prevent damage to the tail, though this all depends on the breeder or hunter&#039;s preference, or what terrain the dogs will be run on.&lt;br /&gt;
&lt;br /&gt;
Their hind pasterns (the part of the leg that joins the paw to the hock joint) are somewhat longer than normal on most dogs, and their hocks are sturdier. This allows them to jump higher, even from a standstill, somewhat like what a cat can do. This feature is used while hunting; if a dog flushes birds from their hiding place, it will often leap into the air to catch one for the hunter, and since these dogs are usually run in small packs, multiple birds and be brought in at once.&lt;br /&gt;
&lt;br /&gt;
Another hunting technique that has been bred into them is pointing; they will stand stock still when they have located birds hidden in brush, one foreleg lifted, with their heads stretched out towards where the prey is hidden. This is a stance that they will hold for a few moments before going to flush the birds out, and this is entirely instinctual behavior, rather than a trained one [so much so that it is common to see young puppies do it to new sights and sounds]. It is common, however, for the dogs to be trained to only flush on command, and to hold the stance longer than they would naturally.&lt;br /&gt;
&lt;br /&gt;
==Distribution==&lt;br /&gt;
&lt;br /&gt;
These dogs found throughout more temperate climates, sometimes straying into woodlands and inhabiting them. They are common hunting dogs, and due to their regal appearance, often a prized pet to the nobles of their land of origin.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
Their main use is that of a hunting dog, namely a bird dog. They are best at pointing out the locations of their prey, and then catching them when they attempt to flee. They don&#039;t make good house pets, unless by someone who is active, as the dogs are very high in energy and enjoy being able to run around. There are some more mellow members of the breed that are alright with a more relaxed lifestyle, but they are few and far between.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
Valois Spaniels are highly social dogs, and enjoy attention from their owners and strangers alike. They will bark if a stranger enters their &#039;territory&#039;, but they are more likely to jump on them in hopes of earning some attention than out of aggression. They are loyal to their owners, but aren&#039;t often a one-person dog, often bonding with multiple people, rather than just one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Fauna]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Tameable]]&lt;br /&gt;
[[Category:Passive]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Laughing_Boar_Hound&amp;diff=918</id>
		<title>Laughing Boar Hound</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Laughing_Boar_Hound&amp;diff=918"/>
		<updated>2023-07-29T04:19:59Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;thumb  ==Description==  The Laughing Boar Hound is a medium sized hound dog that is commonly used to hunt smaller game animals, though as its name suggests, its main prey happens to be boar. They are stocky animals with a decent build that allows them to run at speeds, and move across long distances for a long period of time when at a more moderate pace. They are, on average, about 1.8 - 2.2 feet at the shoulder, and weigh in at around 50 -...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LaughingBoarHound.png|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Laughing Boar Hound is a medium sized hound dog that is commonly used to hunt smaller game animals, though as its name suggests, its main prey happens to be boar. They are stocky animals with a decent build that allows them to run at speeds, and move across long distances for a long period of time when at a more moderate pace. They are, on average, about 1.8 - 2.2 feet at the shoulder, and weigh in at around 50 - 90 pounds. They usually live to be around 10 - 14 years old.&lt;br /&gt;
&lt;br /&gt;
They have a rather angular head with narrow snouts, and long, floppy ears. This allows them to gather scent as they track prey, and they have a very strong sense of smell. They can pick up on a scent that is up to three days old, and will track it for as long as they have it. Due to this habit, they have long tails with longer fur near the end, which act as a flag for hunters that are following the hounds through forests or tall grass; the dogs naturally carry their tails high, almost curling them over their backs.&lt;br /&gt;
&lt;br /&gt;
They are very striking in color, as most dogs are tricolor, meaning they have three colors across their bodies, with the most common being black, tan, and white. They always have white chests, stomachs, and along the fur of the &#039;flags&#039; on their tails, but the colored fur can range from a brown and red-brown color to grey and grey-blue color, though there are a number of combinations that can appear.&lt;br /&gt;
&lt;br /&gt;
The most distinctive feature of this dog, however, is not a physical one, but rather the sound that they make. Rather than barking like most dogs, their calls can almost sound like rather sinister laughter--like that of a hyena--and it gets louder and more frantic the more excited the dog becomes. Longer calls are usually warnings, alerting other dogs or their masters that something is nearby, and a rapid series of calls signal that they have found the animal they have been tracking before they begin their pursuit. There are numerous other calls that these dogs make, as well as the usual whines and growls that other dogs make.&lt;br /&gt;
&lt;br /&gt;
==Distribution==&lt;br /&gt;
&lt;br /&gt;
They are found largely in broad climate, though neither thriving in very cold nor very hot places, kept by a variety of people. They are common in noble kennels for hunting parties, and are also kept by commoners for hunting, guarding, and as house pets. They generally do better in warmer climates.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
&lt;br /&gt;
These dogs have a variety of uses, but the most common is for hunting. They are often run in packs of up to ten dogs during a hunt, where they will all track a single animal, or a few animals while their masters follow either on foot, or on horseback. They are used to hunt deer, boar, wolves, and foxes, with boar being the most common prey they are set on.&lt;br /&gt;
&lt;br /&gt;
They are also used as guard dogs, usually for livestock, though they will guard houses as well. While they are far from aggressive towards people, their calls are unsettling to people who are not used to hearing them, and even sometimes to those who have heard them, due to the fact that they sound nothing like what a dog would sound like.&lt;br /&gt;
&lt;br /&gt;
These dogs are also sometimes kept as house pets, but these are usually older animals that are no longer able to work. Some dogs with more mellow temperaments are kept as pets all their lives, but it is much less common.&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
&lt;br /&gt;
They are very friendly dogs, and are eager to please their masters. They are relatively easy to train, and have a natural prey drive that is easy to channel into hunting. They aren&#039;t attack dogs, and while they will call out a warning if someone unfamiliar approaches, they won&#039;t attack, and they rarely bite. They have some animal aggression, and they need to be trained to not attack and kill smaller animals, such as rabbits or foxes. If they aren&#039;t hunts can often end with smaller prey being ripped apart and rendered useless for the hunter. When they are trained, however, they will attack animals, but in a way that doesn&#039;t seriously harm them, and meant more to exhaust them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Fauna]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Tameable]]&lt;br /&gt;
[[Category:Passive]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Hedgerock&amp;diff=917</id>
		<title>Hedgerock</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Hedgerock&amp;diff=917"/>
		<updated>2023-07-29T04:16:22Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Description &amp;lt;/span&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
These creatures aren’t easily found in the wild due to their very clever camouflaging that predators have not caught onto yet. Hedgerocks are named as such because they are hedgehogs who have adapted to nature so much that instead of spikes they grow shamrocks or more commonly known as four leaf clovers, on their backs. They are the size of common household rabbits and rather tame to the outside world. They have become docile due to the fact that most animals that would eat them do not see them as appealing anymore or as easy prey to hunt down. Because of this docile nature they are perfect as pets for those living in the forest and on rare occasions to those who take great care of them while living in cities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
==Distribution==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hedgerock’s can be found in most forests. They hibernate so tend to not seek out colder climates but aren’t shy to them either. As long as luscious grass grows where they can hide themselves in they are there, They are considered common.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
==Habitat==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their homes are commonly made in little burrows under trees or under hedges. It won’t commonly seek out large cities but is content living and stealing from vegetable gardens.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
==Diet==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hedgerocks are Herbivores only eating grass or clovers in the wild. When they get the chance they love other raw vegetables making them a menace for farmers and other crop farming people. Carrots farms have it the worst often seeing the cute animals worm their way through the gates to get their little paws on a fresh carrot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
==Relations==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They are a great pet for those living in the forest. Sylvan creatures often live in harmony with them already. Some call them pets but others just take care of them without a need to even claim them as their own. Because of their clover abilities they are good to have around for the sake of luck, and [[Oklamat|Oklamat]] seems to favor them as well.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*When a bond is formed with a Hedgerock it will allow you to pluck a four leaf clover from it’s back which is known to give good luck to those who hold one.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Fauna]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Tameable]]&lt;br /&gt;
[[Category:Passive]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Romgle&amp;diff=916</id>
		<title>Romgle</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Romgle&amp;diff=916"/>
		<updated>2023-07-29T04:16:09Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
== &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt; Description &amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;/div&amp;gt;The Romgle comes in many sizes and shapes though never is bigger than that of a small boulder. They boast no real ears nor nose and at first it seems that they may not even have any sort of feet. This is contrary to the case as these stone-like creatures have small little stubs for legs, boasting four small legs with flat feet that will shrink inwards to their belly in order to hide. Their eyes are pure black and their eyelids are stone, making it hard to breach through to their eyes when they’re closed. Romgles can be smooth or rough to the touch though they are always made out of some form of stone, except miraculously enough they have fleshy insides, giving way to the fact that they are living. Near their underbelly they have a mouth that opens up to reveal both sharp and flat teeth, the majority being the former. To communicate they make small little high pitched squeaks in various tones as well as nuzzle one another.&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
== Distribution ==&lt;br /&gt;
&amp;lt;/div&amp;gt;Commonly found inside of the deep run, however they have been known to be seen in other cave systems throughout the world.&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
== Habitat ==&lt;br /&gt;
&amp;lt;/div&amp;gt;Cave systems, the dwarf run and the deep run. They are the same rarity as their stone type.&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
== Diet ==&lt;br /&gt;
&amp;lt;/div&amp;gt;These little creatures eat any sort of rock or metal they can get their hands on, though rarely they will eat plants or small bugs.&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
== Relations ==&lt;br /&gt;
&amp;lt;/div&amp;gt;Neutral, the Romgle tends to avoid people as best they can. They will only attack if provoked.&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Tameable.&lt;br /&gt;
* Eyes are sensitive to sunlight.&lt;br /&gt;
* If given a large piece of forged material to consume over the course of three turns, they will spit the same forged material out as a tiny version of it permanently.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
== Material Properties ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Sometimes the Romgle can be found as different types of stone, such as [[Arcamite]], [[Elderium]], or otherwise. Upon killing a Romgle, they can harvest their body to use as the stone’s normal purposes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#E7983A;&amp;quot;&amp;gt;&lt;br /&gt;
== Alchemical Properties ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The saliva of the Romgle when used alchemically can make things smaller than they should be, allowing one to make a potion that could shrink objects or people.&lt;br /&gt;
{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Bogs_of_Arkolos&amp;diff=912</id>
		<title>The Bogs of Arkolos</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Bogs_of_Arkolos&amp;diff=912"/>
		<updated>2023-07-29T03:38:03Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;600x600px &amp;lt;div style=&amp;quot;color:lightgreen;text-align:center;&amp;quot;&amp;gt; The Damned Bogs of Arkolos &amp;lt;/div&amp;gt;Amidst the swamps, Arkolos holds an unusually large amount of bogs. An already dangerous landscape made even more terrifying by the numerous disappearances into the unknown terrain of the swamplands that reside on the landmass. Yet, many of these people do not die from drowning. The Swamps themselves hold a different feeling to them, a heavy weigh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BogOfArkolos.png|center|600x600px]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:lightgreen;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
The Damned Bogs of Arkolos&lt;br /&gt;
&amp;lt;/div&amp;gt;Amidst the swamps, Arkolos holds an unusually large amount of bogs. An already dangerous landscape made even more terrifying by the numerous disappearances into the unknown terrain of the swamplands that reside on the landmass. Yet, many of these people do not die from drowning. The Swamps themselves hold a different feeling to them, a heavy weight on the shoulders of those who walk through them; a malignant darkness that hangs on the shoulders of travelers and adventurers alike. Nobody knows for certain what causes this, but many have speculated that it has to do with the bogs themselves, somehow.&lt;br /&gt;
&lt;br /&gt;
Many report faces in the waters, ghastly and with their eyes closed, as if they have been dead for centuries. If one gets too close with their head, they have been noted to drag people&#039;s very souls with them into the bog, adding to their number. If one were to fall through the correct bog, they&#039;d find themselves in an underground paradise, like a portion of the Fey Wilds had found its way to the wrong dimension. Yet, there is something that is causing this in specific. Something that tears the life away from above and forces its way down to fuel this rotten, decrepit paradise... but nobody knows what.{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Foreign_Continents&amp;diff=911</id>
		<title>Foreign Continents</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Foreign_Continents&amp;diff=911"/>
		<updated>2023-07-29T03:37:12Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot; ==== Honji; The Far-Flung East ====  ==== Aestatia; The Eastern Star ====  ==== Belinard; The Southern Archipelago ====  ==== Ayinar; The Western Eye ====  ==== Bannesiel; The Forsaken North ==== {{GeographyBar}}{{BottomBar}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==== [[Honji|Honji; The Far-Flung East]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Aestatia|Aestatia; The Eastern Star]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Belinard|Belinard; The Southern Archipelago]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Ayinar|Ayinar; The Western Eye]] ====&lt;br /&gt;
&lt;br /&gt;
==== [[Bannesiel|Bannesiel; The Forsaken North]] ====&lt;br /&gt;
{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Geography_of_Ephimoria&amp;diff=910</id>
		<title>Geography of Ephimoria</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Geography_of_Ephimoria&amp;diff=910"/>
		<updated>2023-07-29T03:35:56Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt; ----&amp;#039;&amp;#039;The Geography of Aethius is one that features fantastic and magical elements alike. The fauna and flora hold incredible power, as do most materials.&amp;#039;&amp;#039;  &amp;#039;&amp;#039;There is an incredible amount of lore regarding what resides in the world, most of which will be organized here.&amp;#039;&amp;#039; &amp;lt;/div&amp;gt; ----&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; == Continents == &amp;lt;/div&amp;gt; {| style=&amp;quot;width:85%;margin:auto;text-align:center;f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
----&#039;&#039;The Geography of [[The World of Aethius|Aethius]] is one that features fantastic and magical elements alike. The [[fauna]] and [[flora]] hold incredible power, as do most materials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is an incredible amount of lore regarding what resides in the world, most of which will be organized here.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
== Continents ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |[[Aversia]]&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |[[Foreign Continents]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:15px;padding:10px&amp;quot; |&#039;&#039;Aversia refers to the continents that the story of Aethier takes place in and is where characters spend most, if not all their time.&#039;&#039;&lt;br /&gt;
| style=&amp;quot;font-size:15px;padding:10px&amp;quot; |&#039;&#039;While the center of the story for Aethier is Aversia, there are outside places in Aethius with stories of their own.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
== Aversian Natives ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;width:50%;&amp;quot; |[[Drakonspyre]]&lt;br /&gt;
| style=&amp;quot;padding:10px;width:50%;&amp;quot; |[[Saerwald]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; |[[The Pine Village]]&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; |[[Angarvunde]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;padding:10px&amp;quot; |[[Judicariate of Mignuhm]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
== Materials ==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |[[Flora]]&lt;br /&gt;
| style=&amp;quot;width:50%;&amp;quot; |[[Fauna]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:15px;padding:10px&amp;quot; |&#039;&#039;Plants come in every shape and size, with effects ranging from beneficial to incredibly deadly depending on how they are used.&#039;&#039;&lt;br /&gt;
| style=&amp;quot;font-size:15px;padding:10px&amp;quot; |&#039;&#039;The animals of Aversia can be as dangerous as they are beautiful. Some can be [https://www.aethier.co.uk/IPS/index.php?/forums/topic/31797-professions-overview/ tamed] for their unique abilities and others hunted for their valuable hides and materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Stones]]&lt;br /&gt;
|[[Metals]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size:15px;padding:10px&amp;quot; |&#039;&#039;Hidden in unassuming places across Aversia are stones with mysterious effects and capabilities.&#039;&#039;&lt;br /&gt;
| style=&amp;quot;font-size:15px;padding:10px&amp;quot; |&#039;&#039;From Legendary to Common, metals are sought after and hoarded by the denizens of Aversia- and with good reason. They have the potential to make powerful weapons, the metal alone being a remarkable material.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |[[Cloth]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:15px;padding:10px&amp;quot; |&#039;&#039;Cloth refers to both traditional cloth as well as hides, chitin, and other sewn fabrics. While some might overlook the material in favor of denser armor the wise will be aware of the innate power of the material used.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
== Areas of Interest ==&lt;br /&gt;
&#039;&#039;The land of Aversia is a fantastical one, but there are places within that are even more so.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding:10px;width:50%;&amp;quot; |[[The Bogs of Arkolos]]&lt;br /&gt;
| style=&amp;quot;padding:10px;width:50%;&amp;quot; |[[The Desert&#039;s Gem]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; |[[The Dwarfrun]]&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; |[[The Fogwall]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; |[[The Giant&#039;s Highlands]]&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; |[[The Mana Vortex]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; |[[The Nine Circles]]&lt;br /&gt;
| style=&amp;quot;padding:10px&amp;quot; |[[The Waters of Salvation]]&lt;br /&gt;
|}&lt;br /&gt;
{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Aversia&amp;diff=909</id>
		<title>Aversia</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Aversia&amp;diff=909"/>
		<updated>2023-07-29T03:34:53Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;&amp;#039;&amp;#039;Map of Aversia. Click to enlarge.&amp;#039;&amp;#039; Known colloquially as Aversia by its neighbors, the many continents and islands that fit between them all are diverse and fertile realms, spanning a range of climates. It covers, in fact, all of the varying climes of its neighbors--tropical, desert, tundra, and temperate. You might think that this would be a perfect place to start up a new civi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Aversia_Map.png|link=https://wiki.aethier.co.uk/images/6/6b/Aversia_Map.png|thumb|&#039;&#039;Map of Aversia. Click to enlarge.&#039;&#039;]]&lt;br /&gt;
Known colloquially as Aversia by its neighbors, the many continents and islands that fit between them all are diverse and fertile realms, spanning a range of climates. It covers, in fact, all of the varying climes of its neighbors--tropical, desert, tundra, and temperate. You might think that this would be a perfect place to start up a new civilization, and you&#039;d be right. Many civilizations have sprouted and fallen on the three main continents, each with a unique culture of their own.&lt;br /&gt;
&lt;br /&gt;
In the center of Aversia, surrounded by the various continents, There lies the great tree which is the beginning of all things; the Spirit Tree.&lt;br /&gt;
&lt;br /&gt;
== Regional Geography ==&lt;br /&gt;
With three continents with a few outlying islands, Aversia is fascinating in its geographical diversity.&lt;br /&gt;
&lt;br /&gt;
Multiple cultures have arisen and continue to thrive on each continent.&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#EED84E&amp;quot;&amp;gt; &lt;br /&gt;
&amp;lt;span id=&amp;quot;adelona&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Field_Painting.png|600x600px]] &lt;br /&gt;
&lt;br /&gt;
=== Adelona [Aah-deh-low-nah] === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;Adelona is home to many different environments the further you travel through it. The south houses a warm and humid jungle, the center contains a fertile plain and a Fungal biome surrounded by mountains, and the north houses a frozen arctic just like the continent of Ardemor. The massive mountains that dominate the northern range are known as the giant&#039;s highlands, held aloft by the tallest mountain in Aversia, the Sky&#039;s Peak.&lt;br /&gt;
&lt;br /&gt;
Crystal lands known as the Lucient Forest inhabit a small portion of the area in the north-created and existing as a strange anomaly to organic life that it consumes and forms a symbiotic relationship with. Sarweald, a blooming river city that still remains here until this day is housed near its delta, prospering and providing trade goods to the fledgling villages surrounding it. The landmass is the largest out of the three known continents, and is the most diverse in it’s climates and environments.&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#649A54&amp;quot;&amp;gt;&lt;br /&gt;
=== Duken [Duke-en] === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;The largest island located right beneath the jungles of Adelona. It is believed that it at some point was part of the mighty continent, but the shifting of the earth itself, or even larger powers that could have been at play divided it from the landmass and caused it to become its own isle. It is a large rain forest area with a volcano in the center of its form, inactive but holding a large pool of magma that remains heated on its surface.&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#A1DFDA&amp;quot;&amp;gt; &lt;br /&gt;
&amp;lt;span id=&amp;quot;ardemor&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
[[File:Mountainside_Painting.png|600x600px]] &lt;br /&gt;
&lt;br /&gt;
=== Ardemor [Arr-deh-more] === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;The frozen north of the Aversian continents filled with large hills and a snow covered valley. Within the mountains rumor still echoes of the Angarvunde tribes that raid and attack the unsuspecting travelers that dare enter their unmarked territory.&lt;br /&gt;
&lt;br /&gt;
Traveling further south into the continent, the mystery of the Fogwall that surrounds the island in the center of the Ardemor river personifies the strange nature of the continent. All those native to the land know to stay far away from it, as only one person has ever returned from the fog alive, only to warn others not to enter from the dangers within.&lt;br /&gt;
&lt;br /&gt;
The remaining land and small isles scattered around the ocean shores are no man’s land, and are generally sparsely populated with both fauna and flora.&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#CAA638&amp;quot;&amp;gt;&lt;br /&gt;
=== Berandi [bear-ran-dee] === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;The small freezing island is a deserted whale graveyard where over the years no one has settled. This is for the simple fact ships and even sea life can barely come near it without hitting one of the many sharp rocks coming out of the ocean floor. As such, it remains uninhabited to this day.&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#4B8A3D&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Trees_Mountainscape.png|600x600px]] &lt;br /&gt;
&lt;br /&gt;
=== Arkolos [Arrr-quo-loss] === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;The second largest continent houses the warmest environments known through the province. Within the south lies a large volcanic region known as the Nine Circles, and the Duvinian Desert further south. Within the desert, rumor of a Gem rests, an oasis of sorts for those lost and needing hope to survive. These are large parts of the continent, but it is more commonly known for its large outstretches of forests and rocky hills that spread all across the land.&lt;br /&gt;
&lt;br /&gt;
One could easily settle in a valley near one of the many rivers, and the only real threat tends to be the rather ornery fauna that lives there. Within the center of the continent, a large molted mesa known as the cluster of needles rests, where a massive object or force seems to have wiped most of the original landmass.&lt;br /&gt;
&lt;br /&gt;
Within the nine circles and their volcanic hostile terrain, a civilization rose and even prospered in ages long past known as Drakonspyre, where the tall marble buildings and opulent shrines denote a powerful-if not depleted society.&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&amp;lt;span style=&amp;quot;color:#DCD19E&amp;quot;&amp;gt;&lt;br /&gt;
=== Cantreze [Kan-trez-eh] === &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;/div&amp;gt;The small mountainous isle is the smallest piece of land that one could call habitable of the entire known province. It houses a two lakes and can be walked across in less than three hours. Some hills sprout up, giving it the same terrain as Arkolos, but on a vastly smaller scale.{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Avaltan_Tundra_Cat&amp;diff=908</id>
		<title>Avaltan Tundra Cat</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Avaltan_Tundra_Cat&amp;diff=908"/>
		<updated>2023-07-29T03:33:11Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;This breed of cat is considered medium-large in size. It is known to be one of the larger breeds of cat in the realm of Aversia. Their body shape can be described as a barrel-like body, broad shoulders and head. Rather than some of the more slender and agile appearing bodies of other cats. On average the cat will weigh between about 15 and 20lbs.  Their large body and paws advertise the strength and hunting skill of this cat, despite being covered in long fur. The ca...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This breed of cat is considered medium-large in size. It is known to be one of the larger breeds of cat in the realm of [[Aversia]]. Their body shape can be described as a barrel-like body, broad shoulders and head. Rather than some of the more slender and agile appearing bodies of other cats. On average the cat will weigh between about 15 and 20lbs.&lt;br /&gt;
&lt;br /&gt;
Their large body and paws advertise the strength and hunting skill of this cat, despite being covered in long fur. The cat is known for its strength and power, skills needed to survive in the harsh weather where food is scarce. The large paws of the Tundra Cat act as snowshoes to help them in get around in the deep snow, allowing them to walk along the surface rather than sinking in.&lt;br /&gt;
&lt;br /&gt;
The Tundra Cat has much longer fur than its [[Hanese Semi-Longhair|Hanese cousin]]. Most notable is a thick outer coat that has long hairs insulating them from water that could otherwise prove deadly in the frigid tundras they call home. The tundra cats are mostly white or grey, aiding in natural camouflage against the snow, though in the mountains and forests of the north a few rare brown and black cats can be found. The ears of this cat are uniquely pointed. The breed is also known for their tail, having much strength there as well. They occasionally use their tail as a sort of rudder for getting around in the thick snow. As this cat is large, and has many features adding to their strength and agility, this cat has a long period of maturation. Taking approximately five years to reach their full adulthood.&lt;br /&gt;
&lt;br /&gt;
Though the breed is clearly made to survive, this is not always the case. The Avlatan Tundra cat possesses a predicted life span of about ten to fifteen years. This is because of the conditions they live in and the creatures they may face. There are members of this breed known to expand this prediction in domesticated life.&lt;br /&gt;
&lt;br /&gt;
Their fearless nature can also be a consideration into why their life span is on the shorter side. These cats can be head strong when it comes to facing a perceived danger, wishing to protect themselves and what they consider theirs. Once this cat has decided to enter a fight, it would be difficult to change their mind on it.&lt;br /&gt;
&lt;br /&gt;
== Distribution ==&lt;br /&gt;
This breed is typically found north of the boundary mountains that divide the continent of Aversia. It is a common animal to be found within the habitat it resides. Taking up the name Avaltan Tundra Cat as they are often seen around [[Avaltan]] settlements. Though that is not to say they do not hang around [[Snow Elves]] either.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
While these cats can be domesticated, they maintain a strong survival instinct, hence their intermittent spurts of activity followed by long rests. These cats are known recognize the presence of predators and even monsters that call the North home long before their human companions. This makes them useful to keep around northern settlements as to not be surprised by a starving beast.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
These cats are known for their aloof attitude, due to their years of surviving on their own in the harsh northern climate. Despite this, they are still willing to live alongside people. While this cat can have a happy life indoors, they will need to have their energy worked out somehow if they do not have an outdoor life. Despite their independent attitude they are happy to play games with their owners during their active periods and are known to be friendly to children.{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Valois_Scuro&amp;diff=907</id>
		<title>Valois Scuro</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Valois_Scuro&amp;diff=907"/>
		<updated>2023-07-29T03:32:41Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;The Valois Scuro is known to be one of the smaller breeds of cat that dots the realm of Aversia. This cat typically weighs between about 6 and 11lbs. The Valois Scuro is not known to be a working or fighting cat. Used mostly for their companionship. They do still possess normal feline behaviors.  The sleek, pure black coat of the cat proves that it is a purebred and thus is highly valued. Though there can be pure Scuros with a white patch on their chin or chest, this...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Valois Scuro is known to be one of the smaller breeds of cat that dots the realm of [[Aversia]]. This cat typically weighs between about 6 and 11lbs. The Valois Scuro is not known to be a working or fighting cat. Used mostly for their companionship. They do still possess normal feline behaviors.&lt;br /&gt;
&lt;br /&gt;
The sleek, pure black coat of the cat proves that it is a purebred and thus is highly valued. Though there can be pure Scuros with a white patch on their chin or chest, this is not a very common occurrence. The white does not show up covering full locations like a paw or the tip of the tail unless other cat breeds have been introduced to the lineage, some argue that any white patches at all are evidence of a non-purebred cat. The breed is well recognized due to its sleek build, and all black coloring.&lt;br /&gt;
&lt;br /&gt;
Like the rest of their body, the nose of the Valois Scuro is also black in color. Just like their coat, if another color happens upon their small nose, most will believe the cat to not be pure bred. The ears of the cat do not make a sharp point on their head, rather making a tapered or rounded point at the tips of the ears.&lt;br /&gt;
&lt;br /&gt;
As a kitten the Scuro is not as regal as their adult counterpart. Some equating them to the term ‘fluff ball’, though most do so lovingly for the cuteness of it all. The irises of the Valois Scure are mostly a distinct gold-brown color, sometimes appearing with a green tint. Some think their eyes to be a bit eerie when they peer through the dark of houses or brush within towns.&lt;br /&gt;
&lt;br /&gt;
Most know them to be a friendly and curious cat, though they were originally bred for looks, a calm personality fortunately accompanied this. Unfortunately there is a superstition that surrounds the pure black cat. Some associate them with bad luck, or even with creatures of the night. The thought that any who own the pure black cat must be associated with Ombra’s creatures, some would say blessed, or even worse nefarious dealings of the realm such as Necromancers and other dark dealings.&lt;br /&gt;
&lt;br /&gt;
Due to their being smaller in nature, they are a nimble cat, often slipping in to crooks and crevices one would not think they could get in. This can be a bit problematic for the cat, as they often find them selves stuck in the places they decide to wander in to such as between furniture, or the unfortunate in to a chimney. Despite this, they are known to have long and comfortable life spans. Ranging from 12-18 years of life, legend has it some Scuros have even made it to 22 years.&lt;br /&gt;
&lt;br /&gt;
== Distribution ==&lt;br /&gt;
The Valois Scuro is a breed of cat that is common to be found in the Midlands, ranging down to the northern reaches of the desert Mesas. They are known to be seen around [[Valois]] settlements, hence the name. Despite the commonality, it is mostly found within the houses of the well off.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
The pure black coat of these cats makes them a sign of wealth and status in Valois communities, where a cat of pure heritage can go for tens of thousands of arunes. Due to their being a sign of wealth and status, they are most often found in the keeps and manors of Valois nobles. Nobles and others of wealth highly prizing the sleek and distinct cat breed of cat.&lt;br /&gt;
&lt;br /&gt;
A breed that was mostly made for companion ship and their looks. They do not seem to have any other uses out side companion ship and typical feline behavior. Occasionally dragging a mouse to their owner, or hopping around furniture. Despite that, they are known to be a highly friendly and reliable breed.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
This cat is very adaptable to different environments and living conditions of their owners. They enjoy finding the warmest spots in the house to lay in and tend to be lazy during the morning hours. The breed is known to be extremely smart. Taking to training by their owner&#039;s easily, such as staying off counters or not running out the door. This is a breed who thrives on interaction with people as they were bred to be a companion animal.{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Midland_Tabby&amp;diff=906</id>
		<title>Midland Tabby</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Midland_Tabby&amp;diff=906"/>
		<updated>2023-07-29T03:31:56Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;The Midland tabby while some consider it to be a singular type of cat, this ‘breed’ comes from years of cross-breeding between other cat types across the continent. Some of the cross-breeding was intentional by those who sought a certain look, pattern, or other qualities not found in purebred cats. A tabby is considered as any cat with striping, spots, or swirling patterns upon its coat. They usually have an ‘M’ type marking above their eyes.  The Midland tabby i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Midland tabby while some consider it to be a singular type of cat, this ‘breed’ comes from years of cross-breeding between other cat types across the continent. Some of the cross-breeding was intentional by those who sought a certain look, pattern, or other qualities not found in purebred cats. A tabby is considered as any cat with striping, spots, or swirling patterns upon its coat. They usually have an ‘M’ type marking above their eyes.&lt;br /&gt;
&lt;br /&gt;
The Midland tabby is typically the size of the [[Valois Scuro]], having similarities to the breed. Most believe this means a Scuro mixed with another breed to produce the first tabby. Tabbys continued to be produced through the cats’ on accords, and through the breeding of people.&lt;br /&gt;
&lt;br /&gt;
Their fur colors are usually ginger, brown, black, and/or gray. It is rare, but occasionally a cat considered to be a calico will appear in the tabby group. While the Midland Tabbies do possess shorter fur, it is not typically as sleek as the Scuro’s.&lt;br /&gt;
&lt;br /&gt;
This breed is known for its curious personality, and friendliness. Though this behavior can vary dependent upon the breed in which it descends from. Most do not bat an eye upon seeing this breed wandering around as it is quite common, and holds no special status with nobility or other such groups.&lt;br /&gt;
&lt;br /&gt;
The lifespan of this cat ranges from about 11-17 years, varying from cat to cat, just like the behavior, dependent upon the breeds which were introduced to make it.&lt;br /&gt;
&lt;br /&gt;
== Distribution ==&lt;br /&gt;
Like the Valois Scuro, this cat is also found commonly in the Midland, near Valois settlements, or other populated areas.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
These cats are often friendly and intelligent like their Scuro cousins and thus are found as pets in poorer [[Valois]] households. They are also scattered about the midland found even in elven or other settlements not associated with the Valois. Considered to be a more common man cat than the Scuro.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
They tend to get along well with people, behaving similar to those whom they stem from. Their behaviors and other instincts are subject to be different dependent upon which breed of cat they descend from. Most consider it to be a typical common house or outdoor cat.{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Hairless_Desert_Cat&amp;diff=905</id>
		<title>Hairless Desert Cat</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Hairless_Desert_Cat&amp;diff=905"/>
		<updated>2023-07-29T02:13:39Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;The hairless desert cat is a medium sized cat that typically weighs 6-12lbs. Their bodies are bald and sometimes wrinkled, although often found quite slender.  Sometimes proclaimed to be ugly, these cats are beautiful to those not as shallow. Where it lacks in physical appearance, it makes up for it in emotional warmth which attract people to it. The Desert cat is known to communicate in chirps and wines, more so than the typical meow. From the location they inhabit, the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The hairless desert cat is a medium sized cat that typically weighs 6-12lbs. Their bodies are bald and sometimes wrinkled, although often found quite slender.&lt;br /&gt;
&lt;br /&gt;
Sometimes proclaimed to be ugly, these cats are beautiful to those not as shallow. Where it lacks in physical appearance, it makes up for it in emotional warmth which attract people to it. The Desert cat is known to communicate in chirps and wines, more so than the typical meow. From the location they inhabit, the breed is often associated with [[Desert Elves]] and [[Yusati]].&lt;br /&gt;
&lt;br /&gt;
Their skin / coats can be smooth or covered with a smooth, fine, soft down. The nose, toes, ears, and tail may also have a light covering of fur. They have thick paw pads and a long slender, flexible tail. Their kittens are heavily wrinkled, but often grow into their skin once they reach adulthood. They also are devoid of whiskers and eyebrows.&lt;br /&gt;
&lt;br /&gt;
Due to not having much fur covering, if at all, this breed can sometimes need help to keep clean and healthy. This is usually done by running a damp cloth over them, or sometimes even resorting to the need for a bath.&lt;br /&gt;
&lt;br /&gt;
The life span of this cat is known to be from 8-14 years. This can of course, be shortened or expanded dependent upon conditions in which they live or how well they are cared for.&lt;br /&gt;
&lt;br /&gt;
== Distribution ==&lt;br /&gt;
A common feline found in the sands of the southern desert.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
These cats are sensitive to changes in the weather and will often be seen hunkering down to hide before sandstorms hit. As such, they are often bred by desert dwellers to be used as an early warning system for storms that could otherwise prove deadly.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
These cats are highly affectionate, easy to groom, and don’t shed. They love attention and are curious and energetic. As they are active, they’re also social and great around kids.{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Hanese_Semi-Longhair&amp;diff=904</id>
		<title>Hanese Semi-Longhair</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Hanese_Semi-Longhair&amp;diff=904"/>
		<updated>2023-07-29T02:12:50Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;The Hanese Semi-long hair is known for its sleek, soft coat. Their typical weight is any where from 11 to 15 pounds. This makes them one of the smaller breed of cat known to inhabit the continent, though just slightly bigger than the Scuro.  This breed can be found in a couple of different colors, most common is a white coat that darkens to grey at the ears, feet, and tail tip, though these cats can also be brown or black as a result of cross-breeding with native Aversia...&amp;quot;&lt;/p&gt;
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&lt;div&gt;The Hanese Semi-long hair is known for its sleek, soft coat. Their typical weight is any where from 11 to 15 pounds. This makes them one of the smaller breed of cat known to inhabit the continent, though just slightly bigger than the Scuro.&lt;br /&gt;
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This breed can be found in a couple of different colors, most common is a white coat that darkens to grey at the ears, feet, and tail tip, though these cats can also be brown or black as a result of cross-breeding with native Aversian cats. Their ears are rounded and their entire body is covered in fur that is sleek despite being longer in length.&lt;br /&gt;
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The tail of this Hanese cat differs from the other cats dotted about the realm, it is notable for the lack there of, the cat possessing a bobtail. Their hair type can be cause for a bit of grooming and attention by their owners. However, it is not extensive. The kittens tend to be fluffy in nature when they are born.&lt;br /&gt;
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This cat is valued by many all over for its behavior and demeanor. It is a lovable breed that some say is more dog like in the way they bond with their owner. This breed becomes very protective over family and home, which makes the reference to being more dog like. Perhaps a determined person could teach it a trick or two.&lt;br /&gt;
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The life span of this cat is known to be 12-15 years allowing them to live a long life with their owner.&lt;br /&gt;
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== Distribution ==&lt;br /&gt;
They are commonly found on the eastern continent of [[Honji]]. Through trade and travel, the [[Hanese]] people have spread the breed to the continent of [[Aversia]], though they are mostly confined to cities.&lt;br /&gt;
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== Uses ==&lt;br /&gt;
These cats tend to be aggressive toward strangers despite their small size. As such, they are kept as a sort of guardian of the household, yowling to alert their owners of intruders or danger.&lt;br /&gt;
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== Relations ==&lt;br /&gt;
This cat tends to create a strong bond with their owner, at times can cause the breed to fight with other cats in the household. They are known to be very vocal.{{GeographyBar}}{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Spotted_Carriage_Dog&amp;diff=903</id>
		<title>Spotted Carriage Dog</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Spotted_Carriage_Dog&amp;diff=903"/>
		<updated>2023-07-29T02:11:12Z</updated>

		<summary type="html">&lt;p&gt;TimmyTG: Created page with &amp;quot;The spotted carriage dog is a medium-sized dog, generally standing around 56–61 cm (22–24 in) and weighing in at around 22–25 kg (48–55 lbs). They are quite thin in build with long, skinny legs, often making them appear smaller than they are at a distance. They live to be around 13–16 years of age.  They have a striking appearance when it comes to color; every dog within the breed is white with spots all across their bodies. The colors of the spots can be blue,...&amp;quot;&lt;/p&gt;
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&lt;div&gt;The spotted carriage dog is a medium-sized dog, generally standing around 56–61 cm (22–24 in) and weighing in at around 22–25 kg (48–55 lbs). They are quite thin in build with long, skinny legs, often making them appear smaller than they are at a distance. They live to be around 13–16 years of age.&lt;br /&gt;
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They have a striking appearance when it comes to color; every dog within the breed is white with spots all across their bodies. The colors of the spots can be blue, liver, tri-color, dark to pale yellow-brown, with the most commonly seen color being solid black under the white coat. Their ears are often solid color from tip to patches over their head, with the rest of their bodies being covered in small, often coin-shaped spots. Puppies are born pure white (but the spots are often visible on their skin), and develop their spots as they age, with the first appearing at around three weeks of age. Spotted carriage dogs continue to develop spots throughout their lifetime, though at a slower rate than when they are younger. Some older dogs end up with almost patch-like markings from several spots developing in the same area as one another. Their tails, however, are usually solid white, though spots do occasionally form around the base, or at the tip.&lt;br /&gt;
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Their coats are usually very, very short and fine, though there are some long-haired carriage dogs, though they are quite rare. Dogs that have long fur are generally kept in areas with cold weather, and the short-haired type are most often seen further south where the long fur would be a problem for the dog at times.&lt;br /&gt;
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One fault to the breed is a known deafness within purebred dogs. Dogs that have white ears or blue eyes are often born deaf, either in one ear or both, which is often not noticed until training begins in early puppyhood. These dogs are not fit for work, but are able to be kept as pets, if someone is willing to put the work into dealing with the deafness of the dog. As a result, breeders of this dog try to avoid breeding white-eared or blue-eyed dogs together–or at all–and the fault is somewhat rare now, but still crops up from time to time.&lt;br /&gt;
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==Distribution==&lt;br /&gt;
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They are found all over Aversia, kept by nobility and commoners alike. The more refined, purebred dogs are usually seen in the hands of nobles, though it is not uncommon to see carriage dogs sleeping at the doorsteps of commoners’ homes. They are most often seen in the south, due to the majority of the breed having very short coats, but some of the long-haired dogs are found in the north, or in areas bordering the colder regions of the world. As for rarity, they are considered to be common.&lt;br /&gt;
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==Uses==&lt;br /&gt;
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The spotted carriage dog’s main use is found in its name. They were originally bred to run alongside carriages to protect the occupants and horses from thieves and highwaymen. They are generally trained to run at attackers’ horses and bite at their legs to frighten them into either throwing their rider or fleeing with their rider still seated. They will charge thieves on foot as well, and bark at them to warn the occupants of an approach.&lt;br /&gt;
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They are also used as general guard dogs for houses or stores. They have a loud bark that makes a good alarm, and can often startle would-be thieves into thinking twice about trying to break in.&lt;br /&gt;
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Another use, though less so, is hunting and vermin control. They are sometimes used as bird dogs or hunting small game such as deer and rabbits. They are also used as rat and mice dogs, often left to their own devices around a farm or home to kill and eat any rats or mice that might try to make a building their home.&lt;br /&gt;
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And of course, they are also companion animals. They do require space to run and a lot of exercise, but they make good pets, bonding well with their owners. They are, however, wary with strangers, both people and other dogs, and pets will need to be socialized early to prevent any aggression issues as adults.&lt;br /&gt;
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==Relations==&lt;br /&gt;
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Spotted carriage dogs are wary by nature, and generally only bond entirely with one or two people. They are not outright aggressive with strange people; they usually only growl and move away from strangers they don’t know unless they have been trained to hold their ground against an approach. With strange dogs, however, they can become aggressive, though this can be prevented by exposing puppies to many different dogs when they’re still young.&lt;br /&gt;
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[[Category:Fauna]]&lt;br /&gt;
[[Category:Common]]&lt;br /&gt;
[[Category:Tameable]]&lt;br /&gt;
[[Category:Passive]]&lt;/div&gt;</summary>
		<author><name>TimmyTG</name></author>
	</entry>
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