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	<updated>2026-05-11T16:31:44Z</updated>
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		<id>https://wiki.ephimoria.com/index.php?title=Draxgar&amp;diff=1623</id>
		<title>Draxgar</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Draxgar&amp;diff=1623"/>
		<updated>2023-09-17T05:01:37Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: /* Mechanics */&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 Returned&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Before the shattering, the Draxgar were one of the first races to walk among the realms of men before written history even existed. This ancient race was known to have been extinct for unknown reasons, leading for the [[Elder Dragons|Elder Dragons]] to go and create the race of the [[Danakov|Danakov]] in their stead. At the corruption of the Danakov though, the Draxgar were returned, not from death but as a creation of the dragons to walk the mortal plane. The Draxgar are mostly unaware of their previous ancestry in the world. Though it has been known that even though the dragons sought to hide the history of their demise, some have begun to discover this storied legacy. The Draxgar were known to worship their Elder Dragons as gods and superior beings, even the dragons above them. A great combination of factors had destroyed their predecessors, ranging from drought, fasting, and finally a cataclysmic event which whipped them and the memory of them from the worlds beyond.&lt;br /&gt;
&lt;br /&gt;
The Draxgar of today though, as if infants re-entering the world, wished to discover the legacy they knew they have left behind. Many of them remained strictly loyal to their Elder forms, and acted as just a figment of their power on the mortal plane. Many of them had formed their own broods exclusive of the others.&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
The Draxgar are a reptilian race. Their bodies resemble that of humanoid lizards. Typically, Draxgar are large and muscular, covered in scales with a lighter colored underbelly like that of most reptiles. Their tongue represents that of their Elder Dragon as well as their face shape and general physicality. The Draxgar do have two main variations in size though, that being large and small. The larger Draxgar are the muscular and strong ones, known to tower over most races of men. Their smaller cousins are only about three feet in height and act usually more as auxiliaries in their tribes and structures. Draxgar are cold blooded and are known to have reptilian eyes. The feet and hands of Draxgar have five fingers and toes each like that of a normal human, though  theirs have curved claws instead of nails which aid them in balance but also act as strong tool&lt;br /&gt;
&lt;br /&gt;
The Draxgar for means of clothing usually wear little. The Draxgar are known however for ornate jewels or prized pelts of creatures they have hunted. Because of this, many other races view them as rather opulent because they are said to wear some of the greatest riches around them typically. The Draxgar&#039;s hide protects them against most of the elements of their native territory and thus they find little need in clothing as other races have. They are known to wear enough clothing to be considered modest enough and for protection.&lt;br /&gt;
&lt;br /&gt;
*Common Height:&lt;br /&gt;
**Male: 3&#039;5&amp;quot; - 7&#039;0&amp;quot;&lt;br /&gt;
**Female: 3&#039;2&amp;quot;- 7&#039;2&amp;quot;&lt;br /&gt;
*Common Build: Mesomorph, Endomorph&lt;br /&gt;
*Common Eyes: Black, Yellow, Green&lt;br /&gt;
*Common Scale Tone:&lt;br /&gt;
**Sand: Tan, Pale Green&lt;br /&gt;
**Fire: Red, Orange, Black&lt;br /&gt;
**Ice: Blue, Dark Purple&lt;br /&gt;
**Poison: Dark Blue, Dark Green, Black&lt;br /&gt;
**Sky: Pale Yellow, White, Light Blue&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
The Draxgar, despite their relatively disparate clans, maintained a relatively similar culture between them. They were known for amassing impressive pyramids and having a strong sense of ancestral worship, believing enlightenment comes from those who have since become deceased. Because of this, Draxgar were known from time to time to wear the bones of the dead who could not be embalmed, or of their kills. The bodies of animals, monsters, and men are viewed as sacred things which should be revered, each portion being inherently sacred and imbued with natural powers. The Draxgar in particular were known to embalm their dead and store them within great tombs which detail the accomplishments of their life upon the walls and are stored with their greatest possessions. Many Draxgar found that becoming a martyr for their Elder Dragon or Chosen was perhaps one of the greatest things they could achieve. A common misconception was that Draxgar eat sentient creatures. This remains untrue, as part of the Draxgar&#039;s strict diet is that they shall refuse to eat anything strong enough to have consciousness and be able to communicate.&lt;br /&gt;
&lt;br /&gt;
The Draxgar are a primarily carnivorous race, not eating much plant life. They tended to be semi-nomadic, either cultivating herds of livestock which they keep within large enclosed areas like a ranch of sorts, or by being more fully nomadic and following their prey around. Each Draxgar&#039;s lifestyle was heavily shaped by their Elder Dragon&#039;s habits. A Draxgar of [[Ezikia|Ezikia]] for example would have been inclined to hoard things for the excellence of their Brood Mother. A Draxgar of [[Hurzava|Hurzava]] might have been more inclined to help others and rest among high mountaintops and trees, whereas a Draxgar of [[Rohana|Rohana]] might have been known to have a more fiery personality. Draxgar as a commonality were known to be incredibly proud and strive to achieve the best at whatever they seek out, and were certainly not known for their sloth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Lifespan: 150-225 years old on average.&lt;br /&gt;
*Depending on the Elder Dragon brood, the Draxgar are given differing abilities at birth based on this lineage:&lt;br /&gt;
**Sand: A layered eyelid which has two layers. These layers protect them from sandstorms and from other particle based eye-damage. This also prevents Draxgar from being blinded through external means. (Removal of their eyes still results in blindness. Mind magic could also make a Draxgar believe they are blind, etc.) Immune to heat exhaustion.&lt;br /&gt;
**Fire: [[Damage Types#Pyro|Immunity to normal Fire, Lava and Dragonfire]]. This includes those manipulated by supernatural means. This does not include Hellfire or Holy Fire.&lt;br /&gt;
**Ice: [[Damage Types#Cryo|Immunity to the cold and the effects of freezing]]. This includes those manipulated by supernatural means.&lt;br /&gt;
**Poison: [[Damage Types#Affliction|Immunity to acids and poisons]]. These Draxgar are also granted dark vision due to their native origins. These Draxgar do see less efficiently in bright lights though.&lt;br /&gt;
**Sky: [[Damage Types#Emittance|Immunity to lightning]]. This includes lightning manipulated by supernatural means. These Draxgar are granted wings which attach to their arms directly which allow them to fly. &lt;br /&gt;
*This race can be either tall and strong, or small, agile, and weak. Both forms have incredibly sharp claws on their hands and feet and strong jaws which can be used to rip and tear flesh.&lt;br /&gt;
*Should a member of the Draxgar obtain Dragonmarks or Shamanism, their innate ties to the land grant them the ability to manipulate an additional 5 Shakti.&lt;br /&gt;
*Dragons tend to see Draxgar not as kin, but as pawns. Dragons of the same brood might be more inclined not to attack a Draxgar of their lineage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Race]]&lt;br /&gt;
[[Category:Beastmen]]&lt;br /&gt;
[[Category:Playable Race]]&lt;br /&gt;
{{RaceBar}}&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=1622</id>
		<title>Vallahism (Legacy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=1622"/>
		<updated>2023-09-17T01:41:49Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: /* Races that can Contract Vallahism */&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;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as 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 the homes of the innocent and the damned alike, tainting their bloodlines and seeking 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;
&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;
*[[Category:Playable Race|Humans]]&lt;br /&gt;
*[[Category:Playable Race|Elves]]&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Races|Half-Breeds]] [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;
*[[Skrayln]]&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. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen 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 the fallen deity Sol sought his Sister, and convinced her to comply 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. At 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 has 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 possible 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 tends 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 for 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;
==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. They lose one rank of speed and strength.&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 the previous effects but worse. Their skin pales further and their lack of appetite progresses. They lose two ranks of strength and speed.&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 over time 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 of 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 has 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 that prefer the night and 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 fire, objects, and damage, [[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. The fallen goddess Ombra was the patron deity that protected 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 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 a part 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&#039;s blood, but Lesser Vallahs 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 does 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 with another sentient being to begin draining them. Oftentimes they will act irrationally 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 does not require food, water, etc. But they can still partake in the consummation of such without any benefits.&lt;br /&gt;
*Vallah nails are as tough as iron and can be extended at night. Blackened in color, these talons are difficult to break and a potent tool on lightly or unarmored individuals.&lt;br /&gt;
**Holy damage and weaponry are capable of clipping these nails, searing them off where cut. The talons will be regenerated upon feeding on an individual.&lt;br /&gt;
*Vallah has enhanced vision at night, able to see through it as if it were day.&lt;br /&gt;
*Vallah are vulnerable to holy fire, damage, relics, 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 diseases and pathogens unless they specify otherwise.&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 up to 1 OOC hour out of the body 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 has 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 has 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 pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tends 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;
*All Vallah are resistant to curse damage.&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 that 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, Vallahs are utterly crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength 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 requires blood every two OOC weeks or suffers the effects of blood exhaustion. They must feed on a player character.&lt;br /&gt;
*Lesser Vallah eyes turn crimson at night, during the day they maintain their normal eye color unless they have fed on a player recently.&lt;br /&gt;
*During the night, Vallahs have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by 20, to a minimum of 1, but increases their speed and strength ranks by 1.&lt;br /&gt;
 &lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. 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 disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. 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 Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence 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 being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&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 Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four 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;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. 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 every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing [WIP] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&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 Vallahs 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 are 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 Vallahs 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 Vallahs 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 Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has 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 drinks 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 points 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;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=1621</id>
		<title>Vallahism (Legacy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=1621"/>
		<updated>2023-09-17T01:38:31Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Reverted edits by Kyle1322 (talk) to last revision by UmbraNight&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;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as 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 the homes of the innocent and the damned alike, tainting their bloodlines and seeking 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;
&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;
*[[Category:Playable Race|Humans]]&lt;br /&gt;
*[[Category:Playable Race|Elves]]&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Category:Playable Race|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;
*[[Skrayln]]&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. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen 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 the fallen deity Sol sought his Sister, and convinced her to comply 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. At 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 has 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 possible 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 tends 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 for 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;
==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. They lose one rank of speed and strength.&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 the previous effects but worse. Their skin pales further and their lack of appetite progresses. They lose two ranks of strength and speed.&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 over time 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 of 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 has 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 that prefer the night and 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 fire, objects, and damage, [[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. The fallen goddess Ombra was the patron deity that protected 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 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 a part 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&#039;s blood, but Lesser Vallahs 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 does 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 with another sentient being to begin draining them. Oftentimes they will act irrationally 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 does not require food, water, etc. But they can still partake in the consummation of such without any benefits.&lt;br /&gt;
*Vallah nails are as tough as iron and can be extended at night. Blackened in color, these talons are difficult to break and a potent tool on lightly or unarmored individuals.&lt;br /&gt;
**Holy damage and weaponry are capable of clipping these nails, searing them off where cut. The talons will be regenerated upon feeding on an individual.&lt;br /&gt;
*Vallah has enhanced vision at night, able to see through it as if it were day.&lt;br /&gt;
*Vallah are vulnerable to holy fire, damage, relics, 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 diseases and pathogens unless they specify otherwise.&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 up to 1 OOC hour out of the body 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 has 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 has 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 pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tends 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;
*All Vallah are resistant to curse damage.&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 that 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, Vallahs are utterly crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength 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 requires blood every two OOC weeks or suffers the effects of blood exhaustion. They must feed on a player character.&lt;br /&gt;
*Lesser Vallah eyes turn crimson at night, during the day they maintain their normal eye color unless they have fed on a player recently.&lt;br /&gt;
*During the night, Vallahs have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by 20, to a minimum of 1, but increases their speed and strength ranks by 1.&lt;br /&gt;
 &lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. 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 disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. 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 Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence 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 being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&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 Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four 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;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. 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 every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing [WIP] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&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 Vallahs 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 are 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 Vallahs 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 Vallahs 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 Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has 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 drinks 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 points 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;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Old_World&amp;diff=1613</id>
		<title>The Old World</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Old_World&amp;diff=1613"/>
		<updated>2023-09-08T17:17:25Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: /* Materials */&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;
----&lt;br /&gt;
&#039;&#039;The Geography of Aethius was one that featured fantastic and magical elements alike. The [[Fauna|fauna]] and [[Flora|flora]] held incredible power, as did most materials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is an incredible amount of lore regarding what resided in the world, most of which will be organized here.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&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;
&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|Aversia]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Foreign Continents|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;
&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;
&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;
&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;
&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|Flora]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Fauna|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 tamed for their unique abilities |and others are hunted for their valuable hides and materials.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Stones|Stones]]&lt;br /&gt;
|[[Metals|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|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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&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;
&lt;br /&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|The Bogs of Arkolos]]&lt;br /&gt;
|style=&amp;quot;padding:10px;width:50%;&amp;quot;|[[The Desert&#039;s Gem|The Desert&#039;s Gem]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|[[The Dwarfrun|The Dwarfrun]]&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|[[The Fogwall|The Fogwall]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|[[The Giant&#039;s Highlands|The Giant&#039;s Highlands]]&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|[[The Mana Vortex|The Mana Vortex]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|[[The Nine Circles|The Nine Circles]]&lt;br /&gt;
|style=&amp;quot;padding:10px&amp;quot;|[[The Waters of Salvation|The Waters of Salvation]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{LostKnowledgeBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=1612</id>
		<title>Vallahism (Legacy)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vallahism_(Legacy)&amp;diff=1612"/>
		<updated>2023-09-08T17:15:37Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: &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;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause and must be acquired at the most basic level. Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vallahism is known as 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 the homes of the innocent and the damned alike, tainting their bloodlines and seeking 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;
&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;
*[[Category:Playable Race|Humans]]&lt;br /&gt;
*[[Category:Playable Race|Elves]]&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Category:Playable Race|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;
*[[Skrayln]]&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. before the fracture, countless years ago, when man was still a fledgling, the mortals were in conflict much as how they remain today. These orders of Light and Shadow, ones who followed the fallen 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 the fallen deity Sol sought his Sister, and convinced her to comply 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. At 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 has 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 possible 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 tends 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 for 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;
==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. They lose one rank of speed and strength.&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 the previous effects but worse. Their skin pales further and their lack of appetite progresses. They lose two ranks of strength and speed.&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 over time 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 of 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 has 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 that prefer the night and 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 fire, objects, and damage, [[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. The fallen goddess Ombra was the patron deity that protected 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 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 a part 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&#039;s blood, but Lesser Vallahs 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 does 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 with another sentient being to begin draining them. Oftentimes they will act irrationally 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 does not require food, water, etc. But they can still partake in the consummation of such without any benefits.&lt;br /&gt;
*Vallah nails are as tough as iron and can be extended at night. Blackened in color, these talons are difficult to break and a potent tool on lightly or unarmored individuals.&lt;br /&gt;
**Holy damage and weaponry are capable of clipping these nails, searing them off where cut. The talons will be regenerated upon feeding on an individual.&lt;br /&gt;
*Vallah has enhanced vision at night, able to see through it as if it were day.&lt;br /&gt;
*Vallah are vulnerable to holy fire, damage, relics, 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 diseases and pathogens unless they specify otherwise.&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 up to 1 OOC hour out of the body 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 has 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 has 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 pinpricks on the user when they look.&lt;br /&gt;
*When around blood, Vallah tends 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;
*All Vallah are resistant to curse damage.&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 that 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, Vallahs are utterly crippled and are only able to walk and lift small objects, such as to drink or read a book. Their speed and strength 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 requires blood every two OOC weeks or suffers the effects of blood exhaustion. They must feed on a player character.&lt;br /&gt;
*Lesser Vallah eyes turn crimson at night, during the day they maintain their normal eye color unless they have fed on a player recently.&lt;br /&gt;
*During the night, Vallahs have an increased 10 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -10 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by 20, to a minimum of 1, but increases their speed and strength ranks by 1.&lt;br /&gt;
 &lt;br /&gt;
==Path of the Originals==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Are immortal and do not age past the point of adulthood.&lt;br /&gt;
*Have canines that grow two times their usual length at will.&lt;br /&gt;
*Greater Vallahs have black blood.&lt;br /&gt;
*Greater Vallah suffer harsh effects in the sun, increased compared to Lesser Vallah. During the day, their speed and strength are reduced by three ranks, to a minimum of rank E.&lt;br /&gt;
*Greater Vallahs require blood and/or flesh feeding once every two OOC weeks. If a Greater Vallah feeds, the above effect of crippling sunlight is reduced by one during the day. They must feed on a player character.&lt;br /&gt;
*Greater Vallahs have the ability to climb surfaces and stick to them. This grants them greater upward mobility on usually unclimbable surfaces.&lt;br /&gt;
*During the night, Greater Vallah are not vulnerable to the standard vulnerabilities of a regular Vallah. 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 disabling their nighttime abilities.&lt;br /&gt;
*Greater Vallah can heal major limbs by drinking 3 pints per limb lost. 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 Original Greater Vallah have rank A speed and strength, and it is fixed to this regardless of other influences.&lt;br /&gt;
*Greater Vallahs have reptilian, amber-colored eyes at all hours.&lt;br /&gt;
*During the night, greater vallah have an increased 15 maximum hit points due to their unholy vitality while they are fed. Conversely during the day, they lose -5 maximum hit points. &lt;br /&gt;
**Blood exhaustion lowers their maximum hitpoints by -25, to a minimum of 1, but increases their speed and strength ranks by 2.&lt;br /&gt;
&lt;br /&gt;
==Path of Essence==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquiring of this trait, it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Greater Vallahism&lt;br /&gt;
*Essence Vallahs have black blood.&lt;br /&gt;
*Essence Vallah appear much like a standard Greater Vallah but they do not have fangs or claws.&lt;br /&gt;
*Essence 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 being drained of blood. An Essence Vallah must feed once every two OOC weeks. They must feed on a player character.&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 Vallah cannot feed to heal injuries or limbs as they do not partake of flesh or blood. &lt;br /&gt;
*Essence Vallahs are more agile during the night, in dark houses, caves, or within the radius of a moonstone.&lt;br /&gt;
**All Essence Vallah have rank A+ speed and rank C strength during the night. During the day, their original speed and strength rank pre-vallahism return. These ranks are fixed to this regardless of other influences.&lt;br /&gt;
***During the night, essence vallahs do not gain additional hitpoints. Conversely during the day, they also do not lose any hitpoints either.&lt;br /&gt;
*Essence Vallahs have reptilian, white-colored eyes with black sclera at all hours. &lt;br /&gt;
**Essence exhaustion lowers their maximum hitpoints by -20, to a minimum of 1, but they become able to cast their essence abilities at the cost of aging themselves by that many years instead.&lt;br /&gt;
*Essence Vallah are weaker in stature than other Greater Vallah, but their curse seems to make up for this with four 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;
**Blink | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah shifts the position of their soul, dragging their physical body with it to another location they can see within 6 meters (blocks).&lt;br /&gt;
**Claws of Essence | 2 Points of Essence&lt;br /&gt;
***The Essence Vallah can summon incorporeal talons to their fingertips. These claws do not do any physical damage but can harm incorporeal beings. 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 every 10 turns.&lt;br /&gt;
**Essence Bomb | 3 Points of Essence&lt;br /&gt;
***The Essence Vallah creates a sphere of concentrated essence and launches it at a specified area within 8 meters. The essence then explodes in a 3x3x3 meter area, dealing [WIP] curse damage in the area. Those standing within must make a resistance roll to mitigate the damage (DC WIP).&lt;br /&gt;
**Sanguine Cloud | 5 Points of Essence&lt;br /&gt;
***The Essence Vallah commits a circular area 5 meters in width and length and 2 meters high, causing a cloud of red, sanguine smoke to flood the area. Anyone within this sanguine cloud or walks into it for the first time, or ends their turn there that breathes must make a roll to resist the effects of the cloud (DC WIP). On a successful roll, nothing occurs and they resist its effects. On a failure, the afflicted become [[Status Effects|hexed]], and are unable to stop themselves from entering a bloody rage and attacking the closest person in their line of sight. Every turn the afflicted makes the same roll to resist, but the DC gets lower by 1 until it breaks, to a maximum of 5 turns.&lt;br /&gt;
&lt;br /&gt;
WE WORKIN PAST THIS POINT DOG DONT EXPECT MUCH&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 Vallahs 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 are 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 Vallahs 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 Vallahs 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 Vallahs have Tier Seven Strength and Tier Five Speed.&lt;br /&gt;
*Savage Greater Vallahs have reptilian, crimson-colored eyes and black sclera at all hours. &lt;br /&gt;
&lt;br /&gt;
==Vallah Lords==&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;Vallah Lord:&lt;br /&gt;
*Vallah Lords have a black iris.&lt;br /&gt;
*Vallah Lords have all the traits that their Greater Vallah path has 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 drinks 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 points 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;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Curse]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Holidays&amp;diff=1593</id>
		<title>Holidays</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Holidays&amp;diff=1593"/>
		<updated>2023-09-03T00:54:23Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;color:#65D6DD&amp;quot;&amp;gt; - Hibernias - &amp;lt;/div&amp;gt;  &amp;lt;div style=&amp;quot;color:#65D6DD&amp;quot;&amp;gt;Introduction:&amp;lt;/div&amp;gt;  Hibernias is and was always known as the day of giving, friendship, familial love, and all of the sorts. Taking place on what is also known as the Winter Solstice, this holiday is set on the Fourth of Tuesept, Hiberies. (December 21st OOCly) This not only acts as the time when it is the center of winter, but as a holiday for most, if not all...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;color:#65D6DD&amp;quot;&amp;gt;&lt;br /&gt;
- Hibernias -&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#65D6DD&amp;quot;&amp;gt;Introduction:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hibernias is and was always known as the day of giving, friendship, familial love, and all of the sorts. Taking place on what is also known as the Winter Solstice, this holiday is set on the Fourth of Tuesept, Hiberies. (December 21st OOCly) This not only acts as the time when it is the center of winter, but as a holiday for most, if not all cultures. These cultures might have different takes upon it, or slightly different ways of celebration, yet it all derives from Hibernias.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#65D6DD&amp;quot;&amp;gt;Celebration:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The celebration dates back far into history, and typically it actually isn’t quite a celebration as one might expect. It doesn’t compare to Arimbias or the New Year. There isn’t an extravagant party, there isn’t shouting and pretty colors. Typically, Hibernias is spent inside with family and friends, at a warm hearth. It is the longest night, after all; and typically there’s a lot of snow. As such, the celebration part of it comes in the form of food, gifts, stories, and bonding. It’s about taking a break staying inside for the longest night, and sharing time with one&#039;s family and loved ones. Hibernias doesn’t often have objects or pieces associated with it, as it’s mostly known for its purpose and time, marking the winter solstice. Most cultures in varying Kingdoms, however, may associate objects or certain celebrations with it. Whether it ties into religion or other practices. But, the base idea of it is a constant. A time of warmth, giving, and family, along with the astronomical sign that it is; the longest night.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;color:#53D27B&amp;quot;&amp;gt;&lt;br /&gt;
- Arimbias -&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#53D27B&amp;quot;&amp;gt;Introduction:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arimbias, also taken as the Summer Festival or Summer Solstice, is the longest day of the year, marking the height of the daylight. It takes place on the Fourth of Tuesept, Arimber. (June 21st OOCly) It not only marks the astrological time of this event, but for most cultures and people, it is a festival and is widely celebrated by all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#53D27B&amp;quot;&amp;gt;Celebration:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Celebration varies from culture to culture, but the baseline that is certain is that it is extravagant and wild. In some cultures dyes are thrown and tossed about in the streets from buildings, there’s dancing and music, and everyone enjoys the hot summer day with colors and feast. It is often a time for merchants to set up stalls and enjoy profits made for the celebration, for ladies to dance their hearts away, or for men to drink and jest with their friends. It is a time of joy and happiness and is often regarded as a day off for most aspects of trade to let workers celebrate with the crowds. There are no gifts given like Hibernias, or scary moments such as the Festival of Shadows, as the gift is the warmth and joy spread through the streets and cities, and the scary moments often occur with the hangovers that may occur the following morning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;color:#80DA79&amp;quot;&amp;gt;&lt;br /&gt;
- New Years -&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#80DA79&amp;quot;&amp;gt;Introduction:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
New Year, of course, takes place on the first of every year, that being the First of Monsept, Glacies. (January 1st OOCly) It marks a new start for some and is merely another year for others.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#80DA79&amp;quot;&amp;gt;Celebration:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
New Year isn’t often celebrated, at least not as much as Hibernias or Arimbias. It marks the start of a new calendar. As far as celebrations do go, there is often a stare off into the sky as the moon reaches the center, and that marks the true end, at midnight. There may be drinking or some partying, but nothing as extravagant or as heartwarming as Arimbias and Hibernias. Some cultures take this differently. Some don’t even celebrate New Year, while others do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;color:#80DA79&amp;quot;&amp;gt;&lt;br /&gt;
- Harvest Festival -&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#80DA79&amp;quot;&amp;gt;Introduction:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Harvest Festival, also known as the Festival of Shadows, is a unique celebration. While most holidays last only a single day, the Harvest Festival is known among most cultures and in its original state, to last multiple days, even weeks. It primarily revolves around the prospects of the end of the harvest and summer and the coming of winter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#80DA79&amp;quot;&amp;gt;Celebration:&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the prior paragraph, the length of the celebration lasts days to weeks, and it is filled with moderate celebration. Nothing extreme such as Arimbias, or mellow as Hibernias. There are drinking, and harvest activities such as bobbing for apples or corn mazes. Though, it often comes with a twist. While most cultures celebrate the Harvest Festival, a good chunk of them also recognize and participate in the Festival of Shadows. Taking place during the same time frame as the Harvest Festival in late Folina (October), the Festival of Shadows takes a darker and scarier twist on the whole ordeal. Often dealing in twisted magic and costumes. However, there is still certainly a celebration involved and a long one with that.&lt;br /&gt;
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		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Wilds&amp;diff=1592</id>
		<title>The Wilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Wilds&amp;diff=1592"/>
		<updated>2023-09-03T00:51:58Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;Once the Fey were created; Arvora had been joyously filling the beauteous Realm with her delicate and innocent beings. They had lived peacefully for centuries, and she admired every one of them to be her own vision of tranquility. In harmony Life flourished with the sense of Time and Magic being reserved, managing the other deities present as they kept a cautious eye on the dwindling chaos that began to spark. Once Magic brought the two peculiar essences into the realm,...&amp;quot;&lt;/p&gt;
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&lt;div&gt;Once the Fey were created; Arvora had been joyously filling the beauteous Realm with her delicate and innocent beings. They had lived peacefully for centuries, and she admired every one of them to be her own vision of tranquility. In harmony Life flourished with the sense of Time and Magic being reserved, managing the other deities present as they kept a cautious eye on the dwindling chaos that began to spark. Once Magic brought the two peculiar essences into the realm, they took a shining eye to Vasass&#039; acceptance of the order. With Sol and Ombra guiding the Fey for rest and wake, everything continued to live in bliss. However, it struck Vassas first that the purest of creatures began to lose faith in their Gods, and the deities watched as the serene land turned into one of disarray and bedlam. Panic spread like a pestilence, and it weaved through the green life to corrupt it. There were no consequences for the &amp;quot;innocent&amp;quot;, and their gleeful attitude contorted into one of spite and greed.&lt;br /&gt;
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Vassas had gathered the other two deities, Arvora and Vikret, to convey the idea of creating another deity. One powerful enough to slay the very concept of life, bringing the souls into the Godly realms once they had reached a true passing. Naturally, Arvora disagreed, though Vikret being the final vote shortly agreed with Vassas after Cycles of countless arguing. The youngest felt betrayed by the two, and in her wrath she fled, taking the birth of her creations with it. During the time that Vikret and Vassas had died, Arvora took her hand to create a vast ring lined with small fungi. This circle of white spotted mushrooms went for miles, and from what could be seen by plain eye was nothing more than an empty field. Though to an immortal touch, they would clearly see the childish deity had a fortress of her own energy. Within the grand barrier laid an expanse of the purest of energy, life. The very glow of its green tinges sprinkled across the sky once Ombra&#039;s night darkened the skies. Pale green light danced about as though dancers were waving their banners across the very stars they seemingly danced upon. Large trees grew tall and proud, and flowers grew fully bloomed, some the size of orcs. With each petal causing faint rustles with every breath of wind, Life used the vast Eden to house a magnitude of creatures. Each river shimmered a magnificent green in the Sun&#039;s light, the very waters seemingly granting youth to the animals who had drunk it.&lt;br /&gt;
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Yet nothing sentient was brought to her creation, as she quickly shunned the thought of creating another abomination that may eventually die. Life did not take kindly to Death&#039;s presence and created such a force of her own love that Death was unable to take any life from her gardens. Because of this, Magic was quickly able to sense a strong source of arcana coming from somewhere yonder. With the familial sense to this hunch, the deity began to travel through the Realm they had created, and behind them, they left a little amount of magic residue. The arcana shortly weaved together to make an essence, what appeared to be floating Arcane energy following behind in the source&#039;s footsteps. However as Magic got closer to Life, the life essence gradually changed the arcane energy into a magical being. With centuries passing, Oklamat eventually ascended to the Pantheon above, however, he did not join the Pantheon within. Instead, he had taken a strange liking to the Mortals below and continued to travel, listening blissfully to Market entertainment and bards. Even his peasantry looks did not change, he remained looking like a Mortal, humble.&lt;br /&gt;
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Eventually Magic noticed the faint shimmer of her veil, seeing the Garden for all its beauty causing the deity to pause in awe. As Magic proceeded to enter the Garden of Solitude, she was instantly greeted by a few deer grazing near the emerald rivers. As she approached the few, they fled to the conflicting aura they had sensed, for it was not their mother&#039;s. The deer galloped far along the river&#039;s side, and Magic paused before cautiously beginning to follow. Having traveled for centuries, and finally reaching the sanctuary, Magic felt impatient for the first time. Sprinting ahead, the deer returned to a large lake, in the center was a colossal-sized lily pad. The water was occasionally disturbed with little ripples making lulling waves out towards the beaches of the lake. One last journey was to be made; beneath Magic&#039;s feet, each step was accompanied by a branch gently lifting her, as though Life was creating a bridge for her sister to follow. Excitement gripped the ethereal being, lifting her feet from the ground in larger hops across the branches, eventually delicately placing her feet onto the rim of the great pad.&lt;br /&gt;
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There she stood before Life, the deity&#039;s green hair falling down in tumbles of luscious plants, her very creations being a part of her. Conflicted about her arrival, Life nervously played with her hands until bursting towards Magic in an embrace. From that day forth, the two lived in harmony creating oddities and wonders for the realm. Soon the purest Fey were brought back into the Garden, which was shortly named &amp;quot;The Wilds.&amp;quot;&lt;br /&gt;
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		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Retaliation_of_Mother_Moon&amp;diff=1591</id>
		<title>The Retaliation of Mother Moon</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Retaliation_of_Mother_Moon&amp;diff=1591"/>
		<updated>2023-09-03T00:49:49Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;quot;Long ago, when the world was barren of mortality and the deities reigned without worship, there resided peace and harmony. The twins, the Mother Moon and the Father Sun worked together in their surveillance of the planet. The Father Sun would warm the planet with his rays of light, and in turn, the Mother Moon would cool the planet with her soft glow and keep the harsh waves of the untamed ocean at bay, preparing the world for the life that Arvora would bless them with....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Long ago, when the world was barren of mortality and the deities reigned without worship, there resided peace and harmony. The twins, the Mother Moon and the Father Sun worked together in their surveillance of the planet. The Father Sun would warm the planet with his rays of light, and in turn, the Mother Moon would cool the planet with her soft glow and keep the harsh waves of the untamed ocean at bay, preparing the world for the life that Arvora would bless them with.&lt;br /&gt;
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It would be then, with the creation of the first mortal beings, that the harmonious melody of the world would be disrupted. As the mortals learned to survive by using the soil beneath them to grow crops to sustain themselves and thrive in this new world, they would begin kneeling down before the rays of the Father Sun, which would bless them with the exceptional growth of crops and provide them with warmth so that they do not freeze. The subtle ominous effects of the Mother Moon would be recognized, though briefly and not nearly to the same degree.&amp;quot;&lt;br /&gt;
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&amp;quot;The Mother Moon saw no issue and continued to provide the planet with her tranquil gaze, cooling the planet to balance out the rays of Father Sun and controlling the tides as she did so well. The Father Sun, however, took a much different approach to the worship of the mortals and allowed himself a level of arrogance and narcissism that would cause him to lash out at the Mother Moon for not doing as much work as he, though she did so in different ways.&lt;br /&gt;
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The Father Sun continued to become more hostile towards the Mother Moon, his vanity clouding his judgment of his sister. The Mother Moon remained passive in her growing distaste for her twin and decided to retreat, to avoid any contact that may impede upon the fame of The Father Sun. It became that the Mother Moon would only appear after the daily reign of the Father Sun&#039;s rays came to an end, to rule over the night while he ruled over the day.&lt;br /&gt;
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It went on like this for eons, generations, decades... the population of mortals growing slowly but surely, being fueled by the gifts of Arvora&#039;s life. With the expansion of the mortals, came the inclusion of the names of the deities. Sol, the Father Sun was referred to as by the mortals, his rays continually warming the planet and providing light. The Mother Moon was given the name Ombra, her name being spoken softly by the mortals as her peaceful reign of the night deserved such a hush tone. They were seen one at a time by the mortals... one would rise as the other would fall below the horizon. Throughout the day-in and day-out routine of ruling the night, Ombra&#039;s passive outlook began to wear thin, for even the most tranquil of beings have a limited tolerance.&lt;br /&gt;
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On a day like any other, Ombra decided that the harsh rays of the Father Sun were too much and that she would show the mortals if just for a moment, the true extent of the power of the Mother Moon. Sol rose that morning, as He did each morning, to greet the mortals with his warmth. He rose slowly, keeping his watchful gaze upon the planet as he ascended to his highest point, high noon according to mortals. He could not hear the silent creeping of Ombra as she approached, venturing into the day as if she were Sol herself.&amp;quot;&lt;br /&gt;
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&amp;quot;She made not a sound as she crept, her delicate silver gaze focused on the harsh light of Sol. As her swirling darkness began to mix in with the divine light of Sol, he turned his deep orange gaze upon her, flabbergasted at such an event. &amp;quot;Ombra... it is not your time...&amp;quot; his tone would be haughty, yet still the comforting heat would radiate from his being, the deep resonating sound of his voice being heard by Ombra and Ombra alone. She simply said nothing and continued to move forward, her wide-eyed orbs boring into his luminescent orange ones.&lt;br /&gt;
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Having none of it, Sol would step forward, bringing the heat of his frustration with him. &amp;quot;Ombra..&amp;quot; He nearly roared, his tone similar to that of a lion&#039;s roar. She merely shook her head and raised her arms, her shawl swirling around her in a swarm of darkness and stars, constantly moving and ever-changing. He continued closer, growing hotter by the moment.&lt;br /&gt;
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She then paused in her approach, her darkness covering merely a quarter of the Father Sun&#039;s rays, a small shadow resting upon the planet. Her right hand then raised her palm towards Sol in a signal to stop. Regardless of his fury, he stopped in his tracks, his eyes staring into her with the fire of a thousand suns. Both of her hands went to her chest then, gesturing to herself, before she splayed her arms out, gesturing to the mortals on the planet below. As Sol had grown closer to stopping Ombra in her trek through the daytime sky, the mortals began to collapse, the heat causing their chests to heave and sweat to pour from their faces. Turning back to look at Sol, her eyes seemed to twinkle like the stars in the sky.&lt;br /&gt;
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It was at this moment that Ombra realized she had bested Sol, as she was closer to the planet by default and could easily pass in front of her hot-headed twin. Sol&#039;s lips set into a grim line as he stepped away, not willing to sacrifice the lives of all the mortals to stop the trailing of Ombra upon his territory. Ombra then nodded to him, her eyes alight with victory as she continued forward, her swirling darkness slowly but surely covering the light of Sol from the planet, her shadow leaving the mortals in total darkness in the middle of the day.&amp;quot;&lt;br /&gt;
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As the powers of the two deities clashed, the stars began to swirl in the momentarily darkened midday sky. Using the conflicting abilities of the twins, a churning ball of light and darkness would appear in between the two twins, directly in the center of their two gazes, staring into each other as they stood off against each other. The ball grew until it was approximately the size of a modern-day baseball, swirling with the energy of the two deities.&lt;br /&gt;
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Staring at the ball of energy with her silver eyes, she reached forward curiously, pressing her hands to each side of the orb. Sol stared on, not daring to move forward in fear of harming the mortals once more. An impenetrable material would form around the energy, encasing what appeared to be a galaxy inside of a translucent sphere. The inside of the orb would appear just as intricate as the shawl on Ombra&#039;s shoulders&lt;br /&gt;
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The stars would then swirl around the orb, forming what appears to be a silver casing and handle for the orb... a staff made of delicate detail, formed by the will of the deity Ombra herself. As the staff was completed in Ombra&#039;s hands, she stared into Sol&#039;s eyes once more before releasing the staff from her hands, allowing it to fall towards the planet, alighting in flames as it entered the atmosphere. She watched it fall for just a moment before returning her gaze to Sol and turning, without a word, and making her way across the sky once more.&amp;quot;&lt;br /&gt;
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Sol stood there, flaming in fury as his light once more blessed the planet and the shadow of Ombra retreated back into the night. &amp;quot;What have you done..?&amp;quot; he asked Ombra, though she was beyond hearing him. He worried about this orb for years upon years... though as deities go on for eternity, things happen to slip their minds. The orb, containing a simple inkling of their combined power, was lost to the minds of Sol, though Ombra maintained it in her memory to this day.&lt;br /&gt;
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The staff, as legend has it, is said to be lodged into the stone of a small cavern atop one of the planet&#039;s highest points, closest to the Mother Moon. The staff is made from a material that is the purest as if it was formed of the stars themselves. It stands at approximately five feet tall, the orb, which churns with the stars of the galaxy inside, rests atop it encased in an intricate caging of the material of the staff. It is said that the orb has the ability to harness the power of the moon, and the delicate glow, and transform the subtle power into one similar to the piercing rays of Sol&#039;s light. However, the staff has never been found... though rumors of its existence tend to float around. It is the staff that represents the understated power of Ombra as she manages to claim the day&#039;s light for her shadows... if only for just a moment... and if only for years few and far between. Encased in this orb... is the power of Ombra&#039;s defiance... the power of the Eclipse.&amp;quot;&lt;br /&gt;
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{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Love-Smitten_Witch_and_the_Hermit&amp;diff=1590</id>
		<title>The Love-Smitten Witch and the Hermit</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Love-Smitten_Witch_and_the_Hermit&amp;diff=1590"/>
		<updated>2023-09-03T00:46:47Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;There was a couple in a small town in Aversia. A man and a woman, who was smitten with the man. She would do anything for him, even die for him. The man, who did love the woman, was not obsessed like she was. He was, however, obsessed with another. He was the local architect for the town. Every house and building he designed to be the perfect one. When he was asked to design a house, he would devote every second to designing and building.   As such, he was always holed u...&amp;quot;&lt;/p&gt;
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&lt;div&gt;There was a couple in a small town in Aversia. A man and a woman, who was smitten with the man. She would do anything for him, even die for him. The man, who did love the woman, was not obsessed like she was. He was, however, obsessed with another. He was the local architect for the town. Every house and building he designed to be the perfect one. When he was asked to design a house, he would devote every second to designing and building.&lt;br /&gt;
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As such, he was always holed up in a room for hours. The woman grew increasingly hateful about the lack of time she got to spend with him. One day, when the man had just finished placing the foundations of a clinic, the woman sabotaged it. The core foundations were made exceptionally weak. The clinic was finished and quickly used, as the town was involved in its kingdom&#039;s war. Soldiers and the elderly were brought inside the clinic to be treated. All of a sudden the clinic collapsed, killing 50 soldiers and 30 elderly. The man, being the designer, was blamed for the collapse and was exiled to the nearby forest.&lt;br /&gt;
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The man would be forced to survive off of the land. The woman followed him, but the man didn&#039;t care about her anymore and he sneaked off at night while she slept. The man had built a makeshift shack to survive in. The woman had wandered into the forest to look for her lover but each time she had gotten lost. After two years of searching, she managed to find a shack in the forest. She decided to enter the shack.&lt;br /&gt;
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Finding a great deal of primitive tools, she found a bright orange flower that looked like it was on fire. She thought that they looked so pretty and wondered if she could take them. Hearing footsteps, she quickly took all of the flowers and sneaked out the back, behind the tree. She hid behind a tree when she saw a ragged man with a great brown beard. She couldn&#039;t believe that he had grown so ragged. She decided to go home and give up on the man that wasn&#039;t her lover.&lt;br /&gt;
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On the way back, she saw a beautiful deer. Seeing the deer, the woman held out a flower trying to feed it. The deer gently ate the flower and started to squeal. The woman watched in fear as the deer grew sick and lay down. The woman thought of a devious plan and decided to go home and grind up the flower petals. And so she did, grinding up all of the petals and mixing it with some wolfsbane.&lt;br /&gt;
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She then sneaked back to the shack and mixed the compound into the man&#039;s stew while he went to check out a noise he heard nearby. When the man came back and ate the compound, she saw him start to suffer. And that&#039;s where all the stories end the same.&lt;br /&gt;
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Some people say he died to the wolfsbane like a normal person. Others say he discovered the woman and managed to stuff some of the poison into her mouth. And finally, a few people say he changed into a fox before dying in the fire flower.&lt;br /&gt;
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		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Last_Champion&amp;diff=1589</id>
		<title>The Last Champion</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Last_Champion&amp;diff=1589"/>
		<updated>2023-09-03T00:46:02Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt; The greatsword makes a scraping noise as it slides to the top of the hill. The bloodied man, with wounds covering him from head to toe smiles as he sighs and kneels down. Impaled into his back, five more weapons pronounce from his form, as his Segmentata was all but ruined plates and tatters. His skirt ripped and stained a darker red than that of his homeland&amp;#039;s color, he removes his helmet from his head, placing it to the side. As he gaze...&amp;quot;&lt;/p&gt;
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The greatsword makes a scraping noise as it slides to the top of the hill. The bloodied man, with wounds covering him from head to toe smiles as he sighs and kneels down. Impaled into his back, five more weapons pronounce from his form, as his Segmentata was all but ruined plates and tatters. His skirt ripped and stained a darker red than that of his homeland&#039;s color, he removes his helmet from his head, placing it to the side. As he gazes upon the cloudy sky, around him, stabbed deeply into the dirt lay millions of armaments, from swords to halberds and from axes to arrows the dried wastes stretch as far as the eye can see, filled with weapons of war.&lt;br /&gt;
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Each weapon carried with it a story and a motive he remembered vividly as he was forced to end their lives. A bandit lord dipping their toes into the magic of an ancient darkwell, killing the leader of an entire legion of his own people because of the dark weapon granted by foreign beings not of the creation realm... each tempted by fate, desperation... and learning the truth of one&#039;s humanity. He did all of this, killed all of these people in the name of the gods themselves, and called it just. For who were the gods, if not the judges of everything that exists?&lt;br /&gt;
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Vittalion Aramis Maximus was born a free woman&#039;s son, a middle class of the first Aestatian republic. Two cycles from our present, yet upon the same timeline of which the Heilig empire sprawled across Aversia. The son of a merchant woman, Vittalion grew up under the era of auspicious stars; for this was when the star of Aestas, after which the land Aestatia is named, fell from the sky and disappeared upon the day of his birth. His mother was named Aria and was apparently known to be blessed with incredible beauty and intellect, and his father was a strange, mysterious man of whom he only found the name much later. His uneventful childhood was led by the tutelage of a veteran, for his mother desired to see her son fight for his home and the greater world to protect it from evil, inspired by the deeds of his father before him. Despite this sudden change in lifestyle from what he was used to, when he was ten years of age it became quickly apparent that Vittalion had prowess and strength far beyond that of a normal boy, or even a man. A notion that spread like wildfire through his teenage years as he worked his way through soldiering.&lt;br /&gt;
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As he finalized his training at the age of sixteen by doing a pilgrimage to the shrine of the timekeeper, a place which lay at the summit of the tallest mountain in Aestatia, there he would find the end of his time on the mortal plane as a supposed mortal man. As he prayed for the timekeeper&#039;s protection against age, he found himself in a different place. A land of marble pillars, with beings at a height taller than the largest buildings in the capital. Around him, these giants of power far beyond his imagination spoke in a resounding voice. They declared to him that he was a chosen of the gods, a being unique to this age, one that could save everything if it worked. He was a Demigod, a man born from the blood of a human woman and one of the pantheon. So many thoughts raced through the young boy&#039;s mind about his true origins, though they seemed to be patient with him as he asked countless questions, many relating to what powers he may wield because of this, and if he could somehow use them to protect not only his homeland, but everyone in the world.&lt;br /&gt;
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During this conversation, he learned that his true father was not a regular man, but the All-Father of the pantheon itself, Vassas. He was born a man unlike any other given powers even a demi-servant could not possibly hope to match. Upon seeing his creation grow into such a man, Vassas gladly awakened the dormant powers hidden within Vittalion, stating that he was the only one worthy to carry the title of champion of the pantheon. Armed with such knowledge and newfound strength, he gladly chose the life of a guardian to the people of the multiverse when it was offered to him, even if he would never know the faces of most past a glance. He was made for this, and now he would serve the greater calling that reached out to him. The people of the realms rejoiced at the miracle that now lay in their hands when the heavens opened to reveal their herald, giving them a supposed eternity of peace and prosperity.&lt;br /&gt;
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But miracles don&#039;t last forever.&lt;br /&gt;
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Fifty years after becoming the champion of the Pantheon, Vittalion returned home to visit his mother, whom he hadn&#039;t seen since that fateful day. Happiness on his face, and tears rolling from his eyes the man that was once but a child found his old home on the wayside road within the capital of the republic... but all that was left there was despair and hopelessness. Fresh on her face, a look of terror pervaded Aria, as she lay dead in a pool of her own fresh blood and her chest carved out in the symbol of the goddess of chaos. The violet wisps that exited the wounds laughed at his reaction and tears, which soon gave it away that this murder wasn&#039;t by a normal cultist or crazed maniac, but the divine of chaos herself. In a storm of grief and anger, Vittalion ran from the site of his desecrated home and returned to the seat of his father, demanding to know why, in his all-seeing power, he could not stop his mother&#039;s death. Despite his cold and unflinching stature which he is often known for, there was a terrible sadness that never again would form upon his face as he spoke to his son, and admitted the only two weaknesses he ever would possess. Aria, his mother, a link to Mortalkind which could serve as the only way to prevent him from making decisions he believed were right... and her. One was for love, the other because only she possessed the power to evade his all-seeing eyes.&lt;br /&gt;
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Vittalion despite his father&#039;s clear sorrow, did not relent. His anger and his rage fueled by this invincible figure he called his father to be so weak as to be unable to see a half-mortal girl in his vision resulted in the murder of their loved one. Vittalion was soon forced from the chamber by his father after a heated exchange of words, and for hundreds of years more Vittalion served, but remained infinitely at odds with him. The sept this rift opened, it can be said this seed led to his eventual fall from grace. The entity known presently as the void began to whisper to him while he slept after that, trailing at the edges of his mind just enough to slowly and excruciatingly make him change his views without marring the memories of which he held so dear. It fed on his doubt and exhausted him over eras. It was not long after the sixtieth era of his purpose before he began to seek something more than himself. He had a longing for a family, and a wife, one to fill the void lost by his father&#039;s poor protection and loss of true family since that fateful sept.&lt;br /&gt;
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It was another decade before he found a woman named Anastasia who was serving as a tavern wench down on her luck, whom he quickly chatted up, betrothed, and fell for beyond that which he thought was possible for someone of his stature. They spoke and laughed and dance together on countless nights, and he told her of his life and the terrors he was forced to face down every sept. Instead of running, like many whom he had tried and failed with before, she accepted him for who he was, but she had sympathy beyond just that. His life had enough terror and pain in her eyes - it was time for him to settle down, and start a family if he wanted to. Sixty Eras was long enough to serve anyone, even the gods themselves. Though she was a religious woman, like anyone at the time, a strange black envy began to pull at her mind, making her desire to see him and drift away from anyone who posed a threat to her love for him. The influence of the void that racked his mind pulled him toward this lethargic state as well, and so he requested from the pantheon, the first time he had done so since his inception, to be released from his services and immortality, and to live out his days with his soon-to-be wife. Appalled by his sudden shift in behavior from his diligent son, Vassas and the rest of the pantheon declined, for it was him who prevented the inner worlds from falling to anarchy, and they had not a replacement for one of his stature. In addition, it was made clear that links to mortals were the only weakness in cases such as these, as Vassas had shown him so long ago.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Before he let his rage overcome his form, he requested to meet with the ever-merciful goddess of life, Arvora. In all respects, she had attempted to become his mother figure since the passing of his first, and so in his last vestiges of sanity attempted to cling to her for a false hope he thought would set him free. When Arvora declined to go against the will of the pantheon, she stated the same reasons as when she had originally agreed with his father. The worlds needed him-they needed a guardian... and there was simply no one better. Vittalion stormed from the room of his so-called mother figure, condemning her in his yelling as tears streamed from his face. She was disappointed in this, but understood that despite his anger, it should have been for the best.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Should have been, had something else not had other plans.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Returning home in anger from their judgment, the whispers grew in strength and addled at his mind. Anger toward his father, anger toward the gods&#039; injustice toward his desires, and most importantly, anger that he could not be with the person he loved until they both peacefully passed away. When he told his wife the judgment of the gods, he saw in her a dark rage that was far beyond her character, which wailed about the wrongdoings of the gods and how they kept him chained to their will purely so that she could be cursed to a life of despair and loneliness. In his tampered mind, she was right about it all. He was just a tool, one that the gods used and took advantage of as they pleased without remorse or care. Though inevitably afterward she relented on her condition and agreed to marry him regardless of what had happened, his work continued for another ten tsels. Every time he struck down another enemy of the pantheon, his doubt only grew... and so did the whispers. Every fiber in his being eventually screamed that he was just fulfilling a will not his own, and that he should fight back against his creators... and most importantly, his father, so that he could live the life he so desperately desired.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The last mortal weapon used by his hand dug into the dirt before him.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
As he returned home from another day of endless protection, he found the house in a strange, cloudy, and slime-like mess. Every piece of it was covered by a strange layer of muck that drained the very divine energies from his body. He was repulsed, scared-and most importantly, terrified of the possible status of his wife. His eyes searched the twisting room desperately... and in the corner of the house, hidden away from the windows and moonlight of Ombra, his wife awaited in a chair with open arms. The Muck that covered the home seemed to create a pocket for her to stay in, not harming or approaching her seemingly as if she herself controlled its very will. A small shrine to a foreign being was hastily created where the small pantheistic shrine was before, and his wife spoke to him in a clear and happy fashion that he hadn&#039;t seen in a long time. The walls, despite the muck were covered in stains of blood and scratch marks, and messages written in the ink of madness scrawled over the home. He soon looked to his wife once again, asking what the meaning of this strange... thing, was. She responded joyfully, as her mind had finally been overtaken by the truth of the darkness beyond the veil.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have a guest, my love. One that promises to finally set you free.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
And for the first time since creation split into pieces,&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Absence spoke.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Golden_King&amp;diff=1588</id>
		<title>The Golden King</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Golden_King&amp;diff=1588"/>
		<updated>2023-09-03T00:40:46Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;Rex Jalahaeck, the victorious conqueror, had returned from his campaign across the land and below. Conquering many great cities for their people to kneel to his reign. For him was thrown a great celebration that lasted many menses named the Circem Victoriem - in Rex Jalahaeck’s great honor. For septs, the celebration raged. Exotic animals were battled, caskets from far-off lands were emptied and the plundered gold of the campaign was bathed in by the city.   Jealous of...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rex Jalahaeck, the victorious conqueror, had returned from his campaign across the land and below. Conquering many great cities for their people to kneel to his reign. For him was thrown a great celebration that lasted many menses named the Circem Victoriem - in Rex Jalahaeck’s great honor. For septs, the celebration raged. Exotic animals were battled, caskets from far-off lands were emptied and the plundered gold of the campaign was bathed in by the city.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jealous of the victory and popularity of the Rex, Vosdrubelle - the bastard sister of Rex Jalahaeck, had plotted against him. For the many mense long celebration, Vosdrubelle had crafted a mighty throne for her brother. And seated such within a chamber of her own design. Furnaces roared surrounding the throne, plundered gold melting within their flaming maws as the dwarves cheered and celebrated. The brother of the Rex, Nemega, had warned Rex Jalahaeck - untrusting of their sister, yet he was ignored. Vosdrubelle would tempt her mighty and drunken brother to seat himself upon her throne as a gift to celebrate his victorious reign and return from the military campaign. Rex Jalahaeck, once seated, would be consumed by the great machine, as a gigantic mold was fitted around his body and throne where he was entrapped. Poured over its top was his plundered gold - melted down as he became a living cast for a statue of himself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Rex&#039;s golden body was said to be then divided into six pieces by his sister and spread across Mignuhm’s Dwarf Run far and wide; so none may bring the Rex back together again. Discovering her plot, Nemega, Judicar of the Runes, and bastard brother to the Rex drove his sister from the city and embarked on a quest to recover the divided pieces of his brother. Exactly one tsel after Rex Jalahaeck’s death, with none of the true bloodline to rule Mignuhm, the earth opened beneath the great city and swallowed many of its great machines and works. So long as the true bloodline is not seated upon the Throne of Mignuhm, the hole shall expand from now and evermore until the entirety of the Judicariate is lost beneath the crumbled stones of its own ruins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ninety-ninth Rex of the Judicariate of Mignuhm, the Golden Rex Jalahaeck, is now known as the lost ruler to his people. By his disappearance, Mignuhm has fallen, its great machines and people now slowly consumed by the earth as their great cavern crumbles and falls. None of the pure royal blood is seated upon the great city’s throne, and none of the pure royal blood leads Mignuhm. If he is not to return, the city shall be doomed to be swallowed by the earth entirely. Its great progress, techniques, culture, and technology are forever lost within the cities&#039; buried debris.&lt;br /&gt;
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{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Five_Children&amp;diff=1587</id>
		<title>The Five Children</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Five_Children&amp;diff=1587"/>
		<updated>2023-09-03T00:40:01Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt; Their souls are immortal-they can&amp;#039;t die like you think! They reincarnate every generation anew- &amp;lt;/div&amp;gt;   &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt; Everything dies. Everything that exists that is not us eventually does. They are no exception, despite their unique nature. &amp;lt;/div&amp;gt;   &amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt; They will suffer for eternity within the halls of the dead! They are Demigods, you know that! &amp;lt;/div&amp;gt;   &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt; Demigods...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
Their souls are immortal-they can&#039;t die like you think! They reincarnate every generation anew-&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
Everything dies. Everything that exists that is not us eventually does. They are no exception, despite their unique nature.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
They will suffer for eternity within the halls of the dead! They are Demigods, you know that!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
Demigods are Immortal. These beings are... pieces of us-pieces of you, made to watch over and protect life. Emotions-aspects of personality. Template-&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
Do not dare finish that sentence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;&lt;br /&gt;
Arvora. Please. If you intervene they will destroy the cycle of life and death and make this situation even worse. When the time comes for them to disappear, you must not stop it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
This will be your greatest mistake, and it will haunt you until the end of everything. I can promise you that, at least.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
...&lt;br /&gt;
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Five children. Five aspects, emotions-beliefs. Each was built to defend life from its greatest dangers of the time, far before the concept of death even existed. To lead people into the light when the hardest obstacles darkened the way. Not mortal, but not gods - these souls were granted the infinite powers of creation and reincarnation. Every generation they rose, their souls relearning themselves and that which they held. Heroes, artisans-priests. Every one of them started small but eventually became a legend in some form. They were the closest to Arvora&#039;s children as anyone could be. The very souls themselves were pieces of the deity, borne directly from her power. They were the guides to the ordinary and were respected by everyone. Engraved into legend, the five &amp;quot;Chosen Children&amp;quot; of every age brought peace and prosperity..until the dark cloak of death silenced them one by one.&lt;br /&gt;
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Challenged by this newfound terror, only four of the five were fully grown and roaming the lands;&lt;br /&gt;
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Aidan, the aspect of Courage&lt;br /&gt;
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Cullen, the aspect of Hope&lt;br /&gt;
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Kaley, the aspect of Joy&lt;br /&gt;
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Rhona, the aspect of Kindness&lt;br /&gt;
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&lt;br /&gt;
When the first death occurred, Rhona was there to experience it before the others. In her arms, an elder fey passing illness turned grave from an infection, and she soon after faded from the world, her soul disappearing from the material plane. The apprentice doctor, Thalia-was unable to save her from it with the tools she had on hand. Terrified and scared, the people turned to hatred, throwing her out of the village, and were close to attacking her before Rhona stopped them. Despite their legendary status, the defense of the person who in their eyes killed a loved one was unacceptable, and they began to plot. While sleeping that night, the villagers swore their vengeance and cut open her throat when she was at her most vulnerable. Kindness suffered, her soul-wrenching and twisting from its maddening betrayal. One of five was taken away, and Arvora was forced into inaction. Sorrow began to take hold.&lt;br /&gt;
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&lt;br /&gt;
Aidan responded to the shadow of death as expected for his form. He chose to try and protect the people and defend against those driven mad by the chaos that ensued. Mob after mob attacked him, and mob after mob he repelled without harming them badly. Begging them to stop he fronted each physical strike to his person, be it a fist, chair, or improvised weapon. Nothing was spared in their endless outrage. Villages burned around Aidan as he evacuated everyone he could, but it was never enough. As he established a small base camp for the refugees, they began to turn themselves. Their loved ones are gone, left to rationing, starvation-dehydration... pain. At his peak of defense and stalwart courage, the people behind him whom he saved turned upon him, and with a broken branch through the chest, he fell. Courage never left his form as he tried to fight back, even until the end. The pain of inaction and fear began to take over Arvora&#039;s soul as the second was taken from her.&lt;br /&gt;
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Cullen rallied the people with his best, blossoming his power to help and give those dispersed from the chaos the hope to keep going, no matter how bleak it might&#039;ve looked. He brought barrels of water, baskets of fruits and produce that he had picked himself, and platters of fish and meats he hunted without waste. A provider to the people, and they were grateful for everything that he did... for a while. Grumbling began to grow through the camp as morale continued to drop from the ever-growing chaos, and the people looked to what they had as an indulgence to try and escape their harsh reality. &amp;quot;More Food! More Water! Hurry up! Give us more!&amp;quot;. Their cries made him hurt, and so he did as they asked - but it was never enough. Soon it turned from grumbling to fear, believing that he had cooped them up here to domesticated, and fear turned to violence. It was not long before he was forced to flee, but was chased down and slain by those who gluttonized that which they were given. His Hope began to fade from his sight, as he died a traitor&#039;s death while serving his people diligently.&lt;br /&gt;
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&lt;br /&gt;
Kaley&#039;s joy radiated through many people&#039;s lives in the past. While they embraced the happiness and warm feeling she brought, the chaos shattered everything she had built up. There was no murder, no violence to her person. Everywhere she went fear and sadness held-and every time she brought a solemn happiness to others, the joy she held so dear fell further and further away. As she walked to try and find that fleeting peace that was so rare within the wilds she came upon a beach, defiled with the cadavers of dozens of innocent bodies. Mostly children and elders, it appears these people who had committed such a grave sin wanted to shed some proverbial weight from the ration and housing pile... leaving nothing but a mess of blood and guts upon the beachside. Here, the Joy that Kaley felt, what little she had left - shattered into a million pieces, and she walked into the great, endless sea... hoping to find salvation beneath the waves that never came for her.&lt;br /&gt;
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Time passed as each aspect fell, and each person within the wilds gave in to greed, gluttony, and wrath. The sins and vile feelings unleashed by the creation of death disgusted and harmed every part of Arvora&#039;s being to where she physically began to wilt. Losing the will to move on, she slowly lost every shred of hope and joy that she once felt at the home she had created by her own hands. The kindness she instilled into the people, and the ways of life that gave them such unwavering faith in her now lay decimated beneath the feet of murderous bandits and rioters as they approached the&lt;br /&gt;
&lt;br /&gt;
Janziyo (World Tree) rested at the center of the wilds. Her children scattered to the winds, the small sect of Ascended who retained faith saw the oncoming horde and evacuated with the other staff.&lt;br /&gt;
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&lt;br /&gt;
All but one.&lt;br /&gt;
 &lt;br /&gt;
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And when Arvora looked upon the soul of the being who was to inevitably die, she choked on her tears and sorrow, crumbling to the floor in one final act of total defeat. This last being, this last form that protected her home that she should rightfully help, turned out to be an apprentice doctor who was a teenage fey from the winter court, and the fifth and final child that Vassas has ordered her to turn her back on so long ago.&lt;br /&gt;
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&lt;br /&gt;
Thalia, the aspect of Faith. Better known in the present as [[Foli|Foli, the Mad Goddess]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Arid_Dragon&amp;diff=1586</id>
		<title>The Arid Dragon</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Arid_Dragon&amp;diff=1586"/>
		<updated>2023-09-03T00:37:59Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;  Long ago, when elvenkind was just finding its way in the world, there were far fewer sorts than there are now. There were no deep elves, no snow elves, and there were no desert elves. In those days, as well, there was no desert for those future elves to settle. Rather, the south of the desert was covered with a lush and green forest, and in that forest, some of the wood elves had settled, living in harmony with the land.   Now, in those...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long ago, when elvenkind was just finding its way in the world, there were far fewer sorts than there are now. There were no deep elves, no snow elves, and there were no desert elves. In those days, as well, there was no desert for those future elves to settle. Rather, the south of the desert was covered with a lush and green forest, and in that forest, some of the wood elves had settled, living in harmony with the land.&lt;br /&gt;
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&lt;br /&gt;
Now, in those days, the leader of the tribe was a stern and fierce sort, but despite his great reverence for the creatures of the forest, he had a deep hatred for those he saw as corrupted-the beasts and monsters of the realm, in his eyes, were worthy of nothing but the worst he could manage.&lt;br /&gt;
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&lt;br /&gt;
The day came when the tribe received word of a great dragon, slumbering underneath the forest. It was but a legend, but the idea of his people being told such ridiculousness about this dragon infuriated the leader. They would not pay the creature if it existed, any such respect. And so he took a number of his men and made his way to where the creature was said to lie; he torched the area, creating a clearing, and brought them home again, declaring victory against a children&#039;s story.&lt;br /&gt;
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That night was long and cold, longer and colder than the nights in the forest had ever been. Briefly, the elves feared that their leader&#039;s actions had incurred the dragon&#039;s wrath, but in time the sun did rise, and for a moment they breathed a sigh of relief. Moments following the sun, the ground began to shake around them, and from the center of the forest burst a great creature, easily visible even from under the trees. The size of the house, said some; no, a castle; a city. The great dragon coasted under the sun&#039;s light and soared over the forest. With a single breath, the beast spread a cloud of strange dust across the forest and settled in the crater its entrance had created, waiting.&lt;br /&gt;
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&lt;br /&gt;
It did not have to wait long, and the wood elves quickly learned what the dragon had done. Within two septs, everything in the forest was wilted and dying, from the crops of the elves to the ancient trees; within another two, it had all crumbled to dust and sand around them. Only a few places remained lush and fertile as they once were, oases in the desert, and the elves found themselves driven to the area around the small remaining lake, desperately trying to continue their lifestyle despite the lack of food.&lt;br /&gt;
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The leader was adamant. They would not let this change them. They were being punished, but they would show that they were stronger than the creature that had come to torment them. Others in the tribe disagreed They needed to instead find a new way to carry on, a new lifestyle to take in the desert they found themselves in. And so the two groups went their separate ways, the leader and his followers staying in the oasis, and the dissenters setting off across the desert to search for other displaced tribes, sources of food and water, and methods of hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many died on both sides in the first year, as the dragon watched over all from his canyon, but those that survived became hardy. They battled the creatures of the desert that attacked them on their journeys or tried to make use of the oasis and remove its current inhabitants; they learned how to survive in the harsh wastes that the dragon had left. In fact, years passed, and in time they nearly forgot it was still there; lying in wait.&lt;br /&gt;
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The dragon did not wait forever; soon it took to the skies again, searching out the two packs of elves. It landed near the oasis and frightened the elves terribly, but all it did was wait; in time, the second tribe came back around, only to find their former companions terrorized and fearful.&lt;br /&gt;
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The leaders of each tribe--the old leader and the new--stood before the dragon and demanded what it wanted, but the dragon would not answer. Instead, it reached out with a great claw and in one swipe killed many of the elves standing near to the leaders. The elves cried out in fury and fought against it, but even working together they could not defeat the dragon; it struck them down easily, their corpses dissolving into the sand at the touch of its breath. Three days of terror passed as such, fighting a futile battle against a force of nature, before the leaders of each tribe conferred. The old leader had a plan; it was, after all, his fault that the dragon had been awoken, and despite being one of the last of the original fey-turned-elves among their number, he would be the one to right the wrong he&#039;d done to his people. The other protested but was silenced.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next day, the two rejoined the fray, without their weapons. As the new leader took command of the army, the old fey made his way to the dragon and called upon his knowledge of their time as fey, ancient magic that is long forgotten today. He pulled straight from the leyline, and sand rose from the ground around the beast, dragging it back to its canyon. The former fey followed it all the way, standing on the edge, and as the beast was pulled into the ground, he felt his strength sapped. His blood spilled from every orifice onto the sand, dripping down into the canyon, until he fell, lifeless, at the top of the canyon.&lt;br /&gt;
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The dragon was invisible under the sand. The fey&#039;s blood dripped steadily below.&lt;br /&gt;
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The elves rallied under new leaders and took their separate ways again that day at the canyon. It became known as hallowed and haunted ground, even as the blood of the sacrifices grew twisted, dead-looking thorns from the sand. Yet a few returned over the years when the moon was dark, on the longest night--as far as they could get from the fiery sun--and sacrificed more of their own blood to grow the thorns and keep the dragon pacified, locked and slumbering below the sands.&lt;br /&gt;
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The years went on. Stories came and went, and the legend of the dragon passed into one told by mothers to children as the wood elves adapted; they became their own breed, the desert elves, and they told themselves it was a story and a legend. There was no dragon below the desert thorns; the yearly sacrifice was led by the superstitious and wary, and could safely be ignored if they wished.&lt;br /&gt;
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But they did not go near the canyon.&lt;br /&gt;
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{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Silver_Stone_and_Silver_Light&amp;diff=1585</id>
		<title>Silver Stone and Silver Light</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Silver_Stone_and_Silver_Light&amp;diff=1585"/>
		<updated>2023-09-03T00:36:40Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;  Mama, tell me a story!   Another? I just finished telling you one..   Another!   You should be happy you have a mother like me... fine, howwww abooooout-aha!   The child tucked himself in, a smile on his face.   The mother opened the story book, which had the symbol of a silver chalice and a silver moon, and began to tell..   Once upon a time in the heavens above, Veltes came to Ombra with a frightful dilemma.   &amp;quot;Ombra!&amp;quot; shouted Veltes &amp;quot;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mama, tell me a story!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another? I just finished telling you one..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You should be happy you have a mother like me... fine, howwww abooooout-aha!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The child tucked himself in, a smile on his face.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mother opened the story book, which had the symbol of a silver chalice and a silver moon, and began to tell..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once upon a time in the heavens above, Veltes came to Ombra with a frightful dilemma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ombra!&amp;quot; shouted Veltes &amp;quot;We both carry the holy symbol of silver! Whatever shall we do?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mother of the night quietly turned to face him, her peaceful visage never breaking from its poise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;There is no need to fear, Veltes-for the light of the moon and the light of the stone shall always shine the same.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
This overlap made Veltes grow uneasy, and he soon spoke in a harsher tone&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will return it solely to me, for it is my right as the King of Heroes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ombra shook her head lightly, calm and collected as ever within herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This caused Veltes to storm out with his avatar across the veil and into space, going wherever he pleased. He was a god, after all!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And then what, mama?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shh... focus on sleeping little one. There is still much story to tell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soon after, Veltes encountered our realm, upon which the sun shone brightly over the land.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He ventured through, envious of the prosperity and safety formed by the Father of Light. To him, Gold was his... A color to call his own.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
He wanted that too.. .but she would not grant it. Veltes went to Sol in a confused anger and asked:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sol, why is it I do not yet have a color to call my own?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sol replied:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Because you are two halves of a whole. You cannot have that which you are not. If you so desire, you may share in my own with a half that grants mercy.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Veltes was taken aback by this at first, seeing it as an insult... but eventually, he realized the wise words spoken to him... for this, he was thankful, yet still uneasy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He soon took his steps upon Aethius itself, walking its surface as a simple farmer... far from the call of a King he often had. Ombra&#039;s words still perplexed him... but then he paused.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The sun had began to set in front of him as he walked, and the shining and dazzling colors of the world presented in its skies like a light show of the greatest caliber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How beautiful it was-to make even a God pause and stare in awe!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The child emitted a small giggle as his eyes began to lull.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He walked along the path quietly, seeking a nice spot to watch the sun finally dip beneath the land as it did at the end of every day. It did not take him long.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As he sat upon it with his form, the harsh grey stone sat beneath him, and was all he could see when he glanced below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He let out a sigh as he watched the sky turn from light to dark, and the quiet and shining aura of the moon take the place of the loud and brilliant light of the sun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As the moon continued to rise in the sky and hours passed like seconds, Veltes thought long and hard about what she meant by her words to him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Soon, the silver light of the moons full gaze overcame the world, bathing it in a soothing, gentle aura of peace and quiet-broken only by the crickets and nightlife of smaller animals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Veltes became annoyed at this, only furthering his anger of the issue when he thought about the calming silver light he believed to be rightfully his.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In a fit of rage, he slammed his fist upon the ground and unleashed divine energy, creating a small crater of land where he once stood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Veltes anger turned to surprise as the dust soon settled, and the ground below carried with it small, beautiful veins of silver which shone brilliantly along with the moon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His surprise then turned to happiness, for now he understood, and was at peace. As he left the mortal realm and returned to his own, he uttered one phrase as he passed beside the moon in respect to the God who had said such to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The light of the Moon and the Light of the Stone shall always shine the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mother smiled at the memory and closed the book. The child had fallen asleep quite a bit ago, and she soon set the book quietly down beside him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She smiled, and went to kiss his forehead as he slept, and thought how beautiful caring and loving for new life truly was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She then looked outside as her eyes glittered with the light of the stars, and she leaned over toward the candle-letting the flame die with a small huff from her mouth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the light of the flame had left and the silver of the moon replaced it, all that remained of the mother was a speck of stardust upon the old oaken chair, and she returned back into the night sky, where she once again watched over all with her motherly gaze of the dazzling silver moon...&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Legends&amp;diff=1584</id>
		<title>Legends</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Legends&amp;diff=1584"/>
		<updated>2023-09-03T00:35:37Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;===Silver Stone and Silver Light===  ===The Arid Dragon===  ===The Five Children===  ===The Golden King===  ===The Last Champion===  ===The Love-Smitten Witch and the Hermit===  ===The Retaliation of Mother Moon===  ===The Wilds===   {{BottomBar}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===[[Silver Stone and Silver Light|Silver Stone and Silver Light]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Arid Dragon|The Arid Dragon]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Five Children|The Five Children]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Golden King|The Golden King]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Last Champion|The Last Champion]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Love-Smitten Witch and the Hermit|The Love-Smitten Witch and the Hermit]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Retaliation of Mother Moon|The Retaliation of Mother Moon]]===&lt;br /&gt;
&lt;br /&gt;
===[[The Wilds|The Wilds]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Aurora_Curiositas&amp;diff=1583</id>
		<title>Aurora Curiositas</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Aurora_Curiositas&amp;diff=1583"/>
		<updated>2023-09-03T00:33:46Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: &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;
Second Mense of Amaries &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those few belonging to the frigid hinterlands of Ardemor and Adelona are familiar with the lights which course against the Nightmother’s, [[Ombra|Ombra’s]], black sea. Conduits of energy through the sky, the aurora oval shapes that were previously formless rivers would become tamed and shaped within this unique, and once-in-a-cycle occurrence. Molded by the Divine into cyclical designs flowing through the skies themselves, a massive shape would form among the celestials. A grand astrological circle of runes and glyphs is formed from the aurora itself, swelling the lands it gazes upon with unique energy and its own grand effects.&lt;br /&gt;
&lt;br /&gt;
Rumored to have been one of the early projects of the Queen of Myth and Legend, [[Vikret]], the Aurora Curiositas is the second largest known glyphic circle known to Aversia. Follows only behind the mythically constructed World Star by the Mistress of Chaos, [[Foli]], which has since been destroyed. Eons ago, Vikret designed an inspiration for all [[The Origin|Magi]] to view and learn her arcana from. The Aurora Curiositas stands as one of the early teachers of her magic, as many Magi still learn from it and pilgrimage to witness it in modern tsels. It is spoken that if a Mage stands beneath the center of the glyphic circle, they will be granted a view of the surface of foreign planets and celestial bodies.&lt;br /&gt;
&lt;br /&gt;
When the Aurora Curiositas is visible to a Mage, the caster gains the ability to cast a temporary cache of new spells. These spells cannot put the caster over their maximum amount of spells. The Mage’s ability to cast these spells fades once the Aurora Curiositas is no longer visible unless the Mage officially adds the spells to their Grimoire.  When under the Aurora Curiositas Magi do not require the Disciplines and Catalysts as they would usually require to cast these spells.&lt;br /&gt;
&lt;br /&gt;
The Aurora Curiositas becomes visible for one Mense every Cycle, in the midst of Amaries. Magi are able to experience its effects and learn from this strange phenomenon when they see the glyphic circle in the night sky above. The Aurora Curiositas is only ever visible when in the northern hinterlands of [[Aversia#ardemor|Ardemor]] and [[Aversia#adelona|Adelona]].&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
When a Mage bears witness to the Aurora Curiositas they are able to cast all the following spells, regardless of whether they possess the Discipline or not. This effect will fade once the Aurora Curiositas has ended or is no longer visible. Magi who possess the Disciplines required for these spells are able to retain certain spells from this anomaly.&lt;br /&gt;
&lt;br /&gt;
The Aurora Curiositas has effects that are accessible throughout the Mense and effects that are accessible only during the Peak of the phenomenon. The Peak will only occur for one sept, in the exact middle of the Mense. During the Peak, more powerful abilities become accessible to those who view the Aurora Curiositas in its full grandeur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells of the Aurora Curiositas Mense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Certain spells are able to be garnered from the spectacle of the Aurora Curiositas and retained in a Mage’s Grimoire if they host the Disciplines required. The world has become a Mage’s teacher, and these are the spells that the Magi may glean from this phenomenon. After the anomaly of the Aurora Curiositas has ended, the Magi may retain these spells in their Grimoire.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Dazzling Aurora&lt;br /&gt;
*Mana: 3&lt;br /&gt;
*Disciplines: Alteration, Pyromancy&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous.&lt;br /&gt;
*Range: Self.&lt;br /&gt;
*Spell Effect: The caster sends a ray of the Aurora Curiositas into the eyes of the target, this ray will blind the target for duration. The target’s vision will go completely black as only small waves of Auroran light are seen by their dazzled eyes.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Curiositas Waves&lt;br /&gt;
*Mana: 3 + 2 per turn&lt;br /&gt;
*Disciplines: Alteration, Pyromancy&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 2 Turns&lt;br /&gt;
*Spell Duration: Channeled.&lt;br /&gt;
*Range: 10m.&lt;br /&gt;
*Spell Effect: The caster sends forth violent waves of the Aurora Curiositas in a 10 long by 3m wide space. These rushing waves will send those who struggle against it for [2 Turns] to the ground. Targets are unable to rise to their feet while remaining within the effect of the waves.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Path of the Aurora&lt;br /&gt;
*Mana: 3&lt;br /&gt;
*Disciplines: Alteration, Pyromancy&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous.&lt;br /&gt;
*Range: Self.&lt;br /&gt;
*Spell Effect: The caster wills for the Aurora to guide them on their path to a location they have visited prior. Sprouting from the caster will be a winding path of green light, akin to that of the Aurora Borealis itself between them and their desired destination.&lt;br /&gt;
&lt;br /&gt;
Spell Name: The Hinterland’s Lights&lt;br /&gt;
*Mana: 1&lt;br /&gt;
*Disciplines: Alteration, Pyromancy&lt;br /&gt;
*Concentration: Low&lt;br /&gt;
*Cast Time: 1 Turn&lt;br /&gt;
*Spell Duration: 15 Turns&lt;br /&gt;
*Range: 10 meters.&lt;br /&gt;
*Spell Effect: Coursing from the caster are the winding and empowered lights of the Aurora, enlightening the area surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Magi within the Aurora Curiositas Mense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Novice Magi throughout the Mense of the Aurora Curiositas. These spells may be only cast if the Novice or greater Mage is able to see the Aurora Curiositas. A Mage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Call of Aurora&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 3 Turns&lt;br /&gt;
*Range: 15m&lt;br /&gt;
*Spell Effect: Light sprouts from the ground in a designated 5m radius, taking shape into a glyphic circle. Targets must make a DC 16 save, or this circle will burst upwards in auroran light. Failed targets will be sent 3m into the air and cause Moderate bludgeoning such as broken bones. These wounds are repeated for each turn a target begins their turn within or moves into the active radius of this spell. Each fail to save moves the target 3m higher in the air.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Seretse&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 8m&lt;br /&gt;
*Spell Effect: The caster conjures a gate to the Seretse, to unleash its harrowing winds. Sand and storm will blow through this gate in a 10x3m line from the opening of the rift. Those caught in this torrent of wind will find the sands to blow through their forms, eviscerating armor and blasting exposed skin. To an exposed target, this harrowing and abrasive gate will leave major lacerations and abrasions. To an armored target, these same gales will eviscerate their armor to the point of being negligible in a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Magi within the Aurora Curiositas Mense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Adept Magi throughout the Mense of the Aurora Curiositas. These spells may be only cast if the Adept or greater Mage is able to see the Aurora Curiositas. A Mage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Misguiding Curiositas&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 2 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster chooses two targets in which a dazzling flash of aurora will blind their eyes. These targets will be displaced to any destination of the caster’s choosing within 15m. Targets will be blinded and disoriented for [1 Turn].&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Hivana&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 6 Turns&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect:  The caster designates a 7x7m area in which they desire to broil with the entropy and heat of Hivana. A rift will open in the center of this area, to unleash the acrid porcelain silver smog. When a target begins their turn in or enters the area of effect they must roll a d4 to determine their effects:&lt;br /&gt;
**1: The target becomes poisoned as the acrid fumes enter their lungs, they will feel their airways and eyes burning with acid. The target’s concentration is lost, and they are forced to spend their action that turns to expel the fumes from their body.&lt;br /&gt;
**2: The strange and oppressive gravity leaks through the rift, crushing the target to the ground as any armor crumples. Bones will fracture and break, and the target ends their turn laid on the ground.&lt;br /&gt;
**3: The plasma-like heat of the planet wafts over the target, scorching their bodies. The target must make a DC 12 save. On a failed save, the target receives third-degree burns. On a successful save, the target receives second-degree burns. Wearing metal armor adds a -2 modifier to the target’s save.&lt;br /&gt;
**4: The entropy of the planet displaces and disorientates the target somewhere else at random within the smog, the target must roll again to receive an additional effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmages within the Aurora Curiositas Mense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Archmages throughout the Mense of the Aurora Curiositas. These spells may be only cast if the Archmage is able to see the Aurora Curiositas. An Archmage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Archmage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Flash of Curiositas&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster designates a 7x7m area within range in which the light of the Aurora Curiositas will fill in a sudden bright flash. Targets caught within this area of effect must make a DC 14 save. On a failed save, a target is blinded for [6 Turns], unable to see. On a successful save, a target is blinded for [3 Turns], unable to see.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Dupele&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 8m&lt;br /&gt;
*Spell Effect: Two Archmagi cast together under the Aurora Curiositas, to each open a rift to the Star of Morning. Each rift will blast forth in a 10x5m line of the superheated gases left as a trail behind the traversing Dupele. The brief blast of these gases will quickly heat metal to a point where it is softened to malleability, including Cindium. Metal armor will have melted to their user’s skin, except for Cindium which will grant the user only second-degree burns. Organic armor is burned off to a point of negligibility, except for the Lavaborn Dragon scale.&lt;br /&gt;
**Flammable materials are ignited and burned. Exposed skin will receive third-degree burns. Those below Strength Tier 6 will be blasted back to the end of the 10x5m line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Magi within the Aurora Curiositas Peak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by the Novice Magi during the Peak of the Aurora Curiositas. These spells may be only cast if the Novice or greater Mage is able to see the Aurora Curiositas during the Peak. A Mage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Pierra&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 10 Turns&lt;br /&gt;
*Range: Self; Touch&lt;br /&gt;
*Spell Effect: The caster conjures a gate to the Periera Barrier, and pulls forth a band of debris to protect themself in a 5x5 area. This debris will consume all physical and projectile attacks, whilst spells will pass through with ease. Targets of the caster’s choice may pass through this barrier with ease. Those excluded by the caster will suffer Moderate lacerations and bludgeoning when attempting to pass through the barrier. On a DC 15 check, the excluded target may pass through the barrier after taking injuries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Magi within the Aurora Curiositas Peak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by Adept Magi during the Peak of the Aurora Curiositas. These spells may be only cast if the Adept or greater Mage is able to see the Aurora Curiositas during the Peak. A Mage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Mage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Glacira&lt;br /&gt;
*Mana: 5 + 2 per Turn&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Channeled&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster conjures a gate to the storming interior of Glaciara within range, as spewing forth will come of flow of never before sunkissed sea measuring a 4x4x4m area. The caster may move this flow 6m per turn and capture targets in which the flow of sea comes over. Targets captured within this flow of sea will immediately suffer broken bones upon entry. Every 2 Turns that the target is captured within the flow they will suffer 1 degree of frostbite. &lt;br /&gt;
**Escaping the flow requires a DC 17 save. If a target remains within the flow for 8 Turns, their body will freeze solid, resulting in death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmages within the Aurora Curiositas Peak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Archmagi during the Peak of the Aurora Curiositas. This spell may be only cast if the Archmage is able to see the Aurora Curiositas during the Peak. An Archmage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Archmage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Putra&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: 6 Turns&lt;br /&gt;
*Range: 10m around caster.&lt;br /&gt;
*Spell Effect: The caster conjures a gate to the calm of Putra, letting into the Realm around them its utter stillness. All motion within 10m of the caster is halted for the duration, including targets, projectiles, flames, etc. The caster may interact, move, attack, and operate as normal during this duration. Whilst all targets are inhibited from moving physically, or possess Low Concentration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Aurora_Curiositas&amp;diff=1582</id>
		<title>Aurora Curiositas</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Aurora_Curiositas&amp;diff=1582"/>
		<updated>2023-09-03T00:32:57Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt; Second Mense of Amaries  &amp;lt;/div&amp;gt;  Those few belonging to the frigid hinterlands of Ardemor and Adelona are familiar with the lights which course against the Nightmother’s, Ombra’s, black sea. Conduits of energy through the sky, the aurora oval shapes that were previously formless rivers would become tamed and shaped within this unique, and once-in-a-cycle occurrence. Molded by the Divine into cyclical designs 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;
Second Mense of Amaries &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those few belonging to the frigid hinterlands of Ardemor and Adelona are familiar with the lights which course against the Nightmother’s, [[Ombra|Ombra’s]], black sea. Conduits of energy through the sky, the aurora oval shapes that were previously formless rivers would become tamed and shaped within this unique, and once-in-a-cycle occurrence. Molded by the Divine into cyclical designs flowing through the skies themselves, a massive shape would form among the celestials. A grand astrological circle of runes and glyphs is formed from the aurora itself, swelling the lands it gazes upon with unique energy and its own grand effects.&lt;br /&gt;
&lt;br /&gt;
Rumored to have been one of the early projects of the Queen of Myth and Legend, [[Vikret]], the Aurora Curiositas is the second largest known glyphic circle known to Aversia. Follows only behind the mythically constructed World Star by the Mistress of Chaos, [[Foli]], which has since been destroyed. Eons ago, Vikret designed an inspiration for all [[Magecraft|Magi]] to view and learn her arcana from. The Aurora Curiositas stands as one of the early teachers of her magic, as many Magi still learn from it and pilgrimage to witness it in modern tsels. It is spoken that if a Mage stands beneath the center of the glyphic circle, they will be granted a view of the surface of foreign planets and celestial bodies.&lt;br /&gt;
&lt;br /&gt;
When the Aurora Curiositas is visible to a Mage, the caster gains the ability to cast a temporary cache of new spells. These spells cannot put the caster over their maximum amount of spells. The Mage’s ability to cast these spells fades once the Aurora Curiositas is no longer visible unless the Mage officially adds the spells to their Grimoire.  When under the Aurora Curiositas Magi do not require the Disciplines and Catalysts as they would usually require to cast these spells.&lt;br /&gt;
&lt;br /&gt;
The Aurora Curiositas becomes visible for one Mense every Cycle, in the midst of Amaries. Magi are able to experience its effects and learn from this strange phenomenon when they see the glyphic circle in the night sky above. The Aurora Curiositas is only ever visible when in the northern hinterlands of [[Aversia#ardemor|Ardemor]] and [[Aversia#adelona|Adelona]].&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
When a Mage bears witness to the Aurora Curiositas they are able to cast all the following spells, regardless of whether they possess the Discipline or not. This effect will fade once the Aurora Curiositas has ended or is no longer visible. Magi who possess the Disciplines required for these spells are able to retain certain spells from this anomaly.&lt;br /&gt;
&lt;br /&gt;
The Aurora Curiositas has effects that are accessible throughout the Mense and effects that are accessible only during the Peak of the phenomenon. The Peak will only occur for one sept, in the exact middle of the Mense. During the Peak, more powerful abilities become accessible to those who view the Aurora Curiositas in its full grandeur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells of the Aurora Curiositas Mense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Certain spells are able to be garnered from the spectacle of the Aurora Curiositas and retained in a Mage’s Grimoire if they host the Disciplines required. The world has become a Mage’s teacher, and these are the spells that the Magi may glean from this phenomenon. After the anomaly of the Aurora Curiositas has ended, the Magi may retain these spells in their Grimoire.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Dazzling Aurora&lt;br /&gt;
*Mana: 3&lt;br /&gt;
*Disciplines: Alteration, Pyromancy&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous.&lt;br /&gt;
*Range: Self.&lt;br /&gt;
*Spell Effect: The caster sends a ray of the Aurora Curiositas into the eyes of the target, this ray will blind the target for duration. The target’s vision will go completely black as only small waves of Auroran light are seen by their dazzled eyes.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Curiositas Waves&lt;br /&gt;
*Mana: 3 + 2 per turn&lt;br /&gt;
*Disciplines: Alteration, Pyromancy&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 2 Turns&lt;br /&gt;
*Spell Duration: Channeled.&lt;br /&gt;
*Range: 10m.&lt;br /&gt;
*Spell Effect: The caster sends forth violent waves of the Aurora Curiositas in a 10 long by 3m wide space. These rushing waves will send those who struggle against it for [2 Turns] to the ground. Targets are unable to rise to their feet while remaining within the effect of the waves.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Path of the Aurora&lt;br /&gt;
*Mana: 3&lt;br /&gt;
*Disciplines: Alteration, Pyromancy&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous.&lt;br /&gt;
*Range: Self.&lt;br /&gt;
*Spell Effect: The caster wills for the Aurora to guide them on their path to a location they have visited prior. Sprouting from the caster will be a winding path of green light, akin to that of the Aurora Borealis itself between them and their desired destination.&lt;br /&gt;
&lt;br /&gt;
Spell Name: The Hinterland’s Lights&lt;br /&gt;
*Mana: 1&lt;br /&gt;
*Disciplines: Alteration, Pyromancy&lt;br /&gt;
*Concentration: Low&lt;br /&gt;
*Cast Time: 1 Turn&lt;br /&gt;
*Spell Duration: 15 Turns&lt;br /&gt;
*Range: 10 meters.&lt;br /&gt;
*Spell Effect: Coursing from the caster are the winding and empowered lights of the Aurora, enlightening the area surrounding the caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Magi within the Aurora Curiositas Mense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Novice Magi throughout the Mense of the Aurora Curiositas. These spells may be only cast if the Novice or greater Mage is able to see the Aurora Curiositas. A Mage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Call of Aurora&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 3 Turns&lt;br /&gt;
*Range: 15m&lt;br /&gt;
*Spell Effect: Light sprouts from the ground in a designated 5m radius, taking shape into a glyphic circle. Targets must make a DC 16 save, or this circle will burst upwards in auroran light. Failed targets will be sent 3m into the air and cause Moderate bludgeoning such as broken bones. These wounds are repeated for each turn a target begins their turn within or moves into the active radius of this spell. Each fail to save moves the target 3m higher in the air.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Seretse&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 8m&lt;br /&gt;
*Spell Effect: The caster conjures a gate to the Seretse, to unleash its harrowing winds. Sand and storm will blow through this gate in a 10x3m line from the opening of the rift. Those caught in this torrent of wind will find the sands to blow through their forms, eviscerating armor and blasting exposed skin. To an exposed target, this harrowing and abrasive gate will leave major lacerations and abrasions. To an armored target, these same gales will eviscerate their armor to the point of being negligible in a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Magi within the Aurora Curiositas Mense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Adept Magi throughout the Mense of the Aurora Curiositas. These spells may be only cast if the Adept or greater Mage is able to see the Aurora Curiositas. A Mage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Misguiding Curiositas&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 2 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster chooses two targets in which a dazzling flash of aurora will blind their eyes. These targets will be displaced to any destination of the caster’s choosing within 15m. Targets will be blinded and disoriented for [1 Turn].&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Hivana&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 6 Turns&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect:  The caster designates a 7x7m area in which they desire to broil with the entropy and heat of Hivana. A rift will open in the center of this area, to unleash the acrid porcelain silver smog. When a target begins their turn in or enters the area of effect they must roll a d4 to determine their effects:&lt;br /&gt;
**1: The target becomes poisoned as the acrid fumes enter their lungs, they will feel their airways and eyes burning with acid. The target’s concentration is lost, and they are forced to spend their action that turns to expel the fumes from their body.&lt;br /&gt;
**2: The strange and oppressive gravity leaks through the rift, crushing the target to the ground as any armor crumples. Bones will fracture and break, and the target ends their turn laid on the ground.&lt;br /&gt;
**3: The plasma-like heat of the planet wafts over the target, scorching their bodies. The target must make a DC 12 save. On a failed save, the target receives third-degree burns. On a successful save, the target receives second-degree burns. Wearing metal armor adds a -2 modifier to the target’s save.&lt;br /&gt;
**4: The entropy of the planet displaces and disorientates the target somewhere else at random within the smog, the target must roll again to receive an additional effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmages within the Aurora Curiositas Mense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Archmages throughout the Mense of the Aurora Curiositas. These spells may be only cast if the Archmage is able to see the Aurora Curiositas. An Archmage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Archmage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Flash of Curiositas&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster designates a 7x7m area within range in which the light of the Aurora Curiositas will fill in a sudden bright flash. Targets caught within this area of effect must make a DC 14 save. On a failed save, a target is blinded for [6 Turns], unable to see. On a successful save, a target is blinded for [3 Turns], unable to see.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Dupele&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 8m&lt;br /&gt;
*Spell Effect: Two Archmagi cast together under the Aurora Curiositas, to each open a rift to the Star of Morning. Each rift will blast forth in a 10x5m line of the superheated gases left as a trail behind the traversing Dupele. The brief blast of these gases will quickly heat metal to a point where it is softened to malleability, including Cindium. Metal armor will have melted to their user’s skin, except for Cindium which will grant the user only second-degree burns. Organic armor is burned off to a point of negligibility, except for the Lavaborn Dragon scale.&lt;br /&gt;
**Flammable materials are ignited and burned. Exposed skin will receive third-degree burns. Those below Strength Tier 6 will be blasted back to the end of the 10x5m line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Magi within the Aurora Curiositas Peak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by the Novice Magi during the Peak of the Aurora Curiositas. These spells may be only cast if the Novice or greater Mage is able to see the Aurora Curiositas during the Peak. A Mage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Pierra&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 10 Turns&lt;br /&gt;
*Range: Self; Touch&lt;br /&gt;
*Spell Effect: The caster conjures a gate to the Periera Barrier, and pulls forth a band of debris to protect themself in a 5x5 area. This debris will consume all physical and projectile attacks, whilst spells will pass through with ease. Targets of the caster’s choice may pass through this barrier with ease. Those excluded by the caster will suffer Moderate lacerations and bludgeoning when attempting to pass through the barrier. On a DC 15 check, the excluded target may pass through the barrier after taking injuries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Magi within the Aurora Curiositas Peak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by Adept Magi during the Peak of the Aurora Curiositas. These spells may be only cast if the Adept or greater Mage is able to see the Aurora Curiositas during the Peak. A Mage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Mage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Glacira&lt;br /&gt;
*Mana: 5 + 2 per Turn&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Channeled&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster conjures a gate to the storming interior of Glaciara within range, as spewing forth will come of flow of never before sunkissed sea measuring a 4x4x4m area. The caster may move this flow 6m per turn and capture targets in which the flow of sea comes over. Targets captured within this flow of sea will immediately suffer broken bones upon entry. Every 2 Turns that the target is captured within the flow they will suffer 1 degree of frostbite. &lt;br /&gt;
**Escaping the flow requires a DC 17 save. If a target remains within the flow for 8 Turns, their body will freeze solid, resulting in death. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmages within the Aurora Curiositas Peak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Archmagi during the Peak of the Aurora Curiositas. This spell may be only cast if the Archmage is able to see the Aurora Curiositas during the Peak. An Archmage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Archmage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Conjure Putra&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Aurora Curiositas&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: 6 Turns&lt;br /&gt;
*Range: 10m around caster.&lt;br /&gt;
*Spell Effect: The caster conjures a gate to the calm of Putra, letting into the Realm around them its utter stillness. All motion within 10m of the caster is halted for the duration, including targets, projectiles, flames, etc. The caster may interact, move, attack, and operate as normal during this duration. Whilst all targets are inhibited from moving physically, or possess Low Concentration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Pearled_Cathedral&amp;diff=1581</id>
		<title>The Pearled Cathedral</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Pearled_Cathedral&amp;diff=1581"/>
		<updated>2023-09-03T00:29:29Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: /* Mechanics */&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;
Third Mense of Mortina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rumored to be nestled within the many craters and crevices of the Mother Moon are strange and seldom spotted structures. Being so close to Aversia that the Moon itself is easily seen by any, those astronomers who gaze upon perhaps the easiest target of their search may find a temple upon the Mother Moon herself. A cathedral tucked and hidden amongst her many crevices, born purely of pearled and abyssal moonstones. This porcelain structure has been gazed upon in all the millennia by no more Aversian eyes that one may count on their hand. &lt;br /&gt;
&lt;br /&gt;
Myths passed down throughout the millennia by Covens of the Moon Mother detail the most holy site of worship, a temple birthed upon the Moon’s own surface. Shown to only her most faithful, it is suspected that this temple is the place of prayer where her followers gather in their afterlife. Despite the rare witnesses of this structure, all rumored accounts of astronomers, and texts of her preachers detail that the Pearled Cathedral is a lone structure hidden among her surface. Empty, it has never been seen occupied when found by an astronomer; casting doubt upon the words of the preachers who claim it as a hall of congregation.&lt;br /&gt;
&lt;br /&gt;
Once a Cycle, in the midst of Mortina, The Pearled Cathedral will reveal itself upon the Mother Moon and send a ray of moonlight upon Aversia from dusk till dawn. This moonlight will spread her influence over the Realm of Aversia, granting to her kin grand boons on this night. This period of darkness is known as the Mense of the Mother Moon.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
The Mense of the Mother Moon affects many of her followers, and those close to her influence. From the Magi whose mana she conducts to her covens fashioned from the cursed [[Vallahism|Vallah]] and [[Lycanthropy|Lycanthropes]]. A ray of moonlight leaves the Cathedral once a Tsel, touching Aversia. Granting her night her influence. The following boons are granted to those who qualify for the duration of the Mense by [[Ombra]] herself.&lt;br /&gt;
&lt;br /&gt;
When a [[The Origin|Mage]] or [[Runesmithing|Runesmith]] bears witness to the Pearled Cathedral they are able to cast and craft all the following spells and runes, regardless of whether they possess the Discipline or not. This effect will fade once the Pearled Cathedral has ended, and dawn has risen.&lt;br /&gt;
&lt;br /&gt;
When a Vallah or Lycanthrope bears witness to the Pearled Cathedral they are granted the boons of the night. These abilities will show through during the night but will fade away once dawn has risen.&lt;br /&gt;
&lt;br /&gt;
The Pearled Cathedral has effects that are accessible throughout the Mense and effects that are accessible only during the Peak of the phenomenon. The Peak will only occur for one night, in the exact middle of the Mense. During the Peak, more powerful abilities become accessible to the Nightmother&#039;s favored for this one night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vallah within Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When amongst the darkness and night during the Mense of the Mother Moon, Vallah will find that they are able to course of [2 Turns] transform themselves into the form of a Shike. Lesser Vallahs will find themselves able to transform into Lesser Shrikes; whilst Greater Vallahs may transform into Greater Shikes. Vallah will be able to remain within these transformed states until dawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lycanthropes within Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The motherly gaze of the Mother Moon shines down upon her accursed during her Mense. All Lycans during these nights will become sentient until dawn. Unlike the rest of the Cycle, they will be in full control of their faculties, minds, and choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Magi  within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Novice Magi throughout the Mense of the Mother Moon. These spells may be only cast if the Novice or greater Mage is able to see the Mense of the Mother Moon. A Mage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Peace of Night&lt;br /&gt;
*Mana: 3 &lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Low&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 5 Turns&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: When in darkness or night, the caster may designate a target within range to be overtaken by calm. Hostility is ended for the duration upon the target. &lt;br /&gt;
&lt;br /&gt;
Spell Name: Slight of Hand &lt;br /&gt;
*Mana: 3&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Low&lt;br /&gt;
*Cast Time: 2 Turns&lt;br /&gt;
*Spell Duration: Instant&lt;br /&gt;
*Range: 15m&lt;br /&gt;
*Spell Effect: The caster will reach through a conjured shadow which will allow them to take a chosen object from the target&#039;s form. The target must make a DC 14 check to notice if the item has been taken. If the object is held, the target will immediately be aware of the thievery and must make a DC 14 check to prevent the item from being taken by the shadow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Magi within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
The following spells may be cast by Adept Magi throughout the Mense of the Mother Moon. These spells may be only cast if the Adept or greater Mage is able to see the Mense of the Mother Moon. A Mage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Of Mother&#039;s Brood&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 1 OOC hour&lt;br /&gt;
*Range: Touch&lt;br /&gt;
*Spell Effect: The caster targets a creature of the night (rats, bats, wolves, etc.) and channels their sight and hearing into their form. The caster is able to speak through this creature, in which the caster&#039;s own voice will be heard. If the animal is harmed, the spell will end.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Celestial’s End&lt;br /&gt;
*Mana: 3 + 2 per Turn&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Channeled&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster sends forth a 1m wide ray of starlight 10m long before themselves. Targets caught in this ray will suffer from a blinding light, which seeks to run through their form. Those who hold hatred for The Nightmother and her celestials are said to feel intense burning from this wound. Armor will delay the wounds of this spell by one turn. Wounds will worsen for each turn a target remains in the ray, Wounds are as follows:&lt;br /&gt;
**Turn 1:  The light will pierce the flesh of the target(s) making a Moderate puncture.&lt;br /&gt;
**Turn 2: Punctures will dive deeper into the flesh of the target(s), becoming a Severe puncture.&lt;br /&gt;
**Turn 3+: The light will continue to pierce into the form of the target(s), maintaining the damage of Severe punctures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmages within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Archmages throughout the Mense of the Mother Moon. These spells may be only cast if the Archmage is casting at night during the Mense of the Mother Moon. An Archmage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Archmage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Mislead &lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 5 Turns&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect:  The caster creates two illusory clones that are able to fully interact with the world. Aided by Ombra&#039;s own influence these duplicates are considered Divine in origin, and cannot be seen through magical means. These clones may take three strikes before they are killed. They may cast a singular spell or take action until dispelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spell Name: Blood Puppet&lt;br /&gt;
*Mana: 5 + 3 per Turn&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: Channeled&lt;br /&gt;
*Range: 8m&lt;br /&gt;
*Spell Effect: The caster leads both the mind and body of their target to perceive the world and do as they wish. Aided by Ombra&#039;s own influence this magic is Divinely hosted, and cannot be blocked by magical means or braincap. The target will see the reality made by the caster, and do as the caster guides them to. Once free, the target will feel the influence of a caster leave their mind, but will not know what is truth and what is fabrication. DC of 16 is to be made with each turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vallah within Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Within the rays of moonlight during the Peak of the Mother Moon, the Nightmother’s Vallah benefits greatly. All Lesser Vallah assume the abilities of Greater Vallah during this peak night. Whilst Greater Vallah are consumed by the night themselves, they may teleport between darkened or shaded spaces within 10 meters and take action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lycanthropes within Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lycanthropes while in darkness are able to heal all wounds in [6 Turns] during combat, assuming they take no damage while healing. Taking damage while healing will prevent healing for [10 Turns]. Healing per turn follows the scale below:&lt;br /&gt;
&lt;br /&gt;
*2 Post Cast Time: Minor - Minor cuts, scrapes, and bruises&lt;br /&gt;
*3 Post Cast Time: Mild - Lacerations, minor fractures, punctures, and gashes requiring stitches&lt;br /&gt;
*4 Post Cast Time: Moderate - Broken bones, minor blood loss, 2nd-degree burns, minor appendages (fingers, toes, etc.)&lt;br /&gt;
*5 Post Cast Time: Severe - 3rd-degree burns, major blood loss, major lacerations, gashes, puncture wounds, etc.&lt;br /&gt;
*6 Post Cast Time: Lethal - Fatal wounds, organ damage, limbs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Magi within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by Novice Magi during the Peak of the Mother Moon. This spell may be only cast when the Novice or greater Mage is crafting at night during the Peak. A Mage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Mage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Cosmic Awe&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster selects a 6x6 area and sprouts from the ground the awe-inspiring lights of the cosmos which will shoot to the sky. Any objects or targets caught in this radius will be rocketed 15m into the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Magi within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by Adept Magi during the Peak of the Mother Moon. These spells may be only cast when the Novice or greater Mage is crafting at night during the Peak. A Mage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Mage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Angered Comet&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: Self&lt;br /&gt;
*Spell Effect: The caster makes a charge, transforming themselves into a rushing comet. This comet measures 5m wide and will punch through any obstacles within 20m. Those who oppose the comet will be severely wounded, armor will be caved in, and those in the path of the comet will be forced to the side. Any terrain obstacles, such as walls or earth are reduced to rubble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmages within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by Archmages during the Peak of the Mother Moon. This spell may be only cast when the Archmage is casting at night during the Peak. An Archmage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Archmage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: The Bonds of Moonlight&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: 4 Turns&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster wraps the body of up to three targets in rays of moonlight, tying them like lace. These shimmering bonds will restrict any physical movement, and physical attacks as the entire body has been encased in moonlight wraps. The target must begin their turn by making a DC 16 saving throw, if a fail, the bonds will tighten to a crush which will break bones, providing Severe wounds. Upon a successful save, the target will resist the crushing force of the bonds and will remain wrapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Runesmiths within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Novice Runesmiths throughout the Mense of the Mother Moon. These runes may be only crafted if the Novice or greater Runesmith is crafting at night during the Mense of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Weaver’s Icon&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 2 Turns&lt;br /&gt;
*Duration: 1 Charge&lt;br /&gt;
*Range: Touch&lt;br /&gt;
*Effect: When imbued onto a weapon, this rune causes the weapon to glow brightly with celestial energy. Whatever target the weapon strikes will feel the force of a miniature supernova as the celestial energy is expended, sending the target and any objects or people within 5 meters of it flying back 5m. Anyone looking directly at the impact will be blinded for 1 turn if they are within 10 meters.  This causes the bearer of the weapon to stagger, but nothing more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Runesmiths within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Adept Runesmiths throughout the Mense of the Mother Moon. These runes may be only crafted if the Adept or greater Runesmith is crafting at night during the Mense of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Astral Gate&lt;br /&gt;
*Mana: 4 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns&lt;br /&gt;
*Duration: 1 turn&lt;br /&gt;
*Range: 20m &lt;br /&gt;
*Effect: The rune opens many small portals in a 7x7x1 wall. Dozens of small meteorites rip through the direction of the runesmiths choosing for 20m. They are capable of ripping through steel plate armor, causing Severe punctures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Runesmiths within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Master Runesmiths throughout the Mense of the Mother Moon. These runes may be only crafted if the Master Runesmith is crafting at night during the Mense of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Conjure Lustelio&lt;br /&gt;
*Mana: 4 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns&lt;br /&gt;
*Duration: 10 Turns&lt;br /&gt;
*Range: 5m&lt;br /&gt;
*Effect: This rune will send into the air the depiction of Lustelio’s constellation, which shines down upon it. Anything within the subtle glow of the constellation gains a subtle sense of peace. Their concentration cannot be broken while standing in the glow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Runesmiths within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Novice Runesmiths during the Peak of the Mother Moon. These runes may be only crafted if the Novice or greater Runesmith is crafting at night during the Peak of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Conjure Lahna&lt;br /&gt;
*Mana: 3 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns&lt;br /&gt;
*Duration: 10 Turns&lt;br /&gt;
*Range: 5m &lt;br /&gt;
*Effect: This rune will send into the air the depiction of Lahna’s constellation, which shines down upon it. Anything within the subtle glow of the constellation may roll twice for any roll, and take the roll they choose for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Runesmiths within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Adept Runesmiths during the Peak of the Mother Moon. These runes may be only crafted if the Adept or greater Runesmith is crafting at night during the Peak of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Nightmother’s Blur&lt;br /&gt;
*Mana: 5 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns &lt;br /&gt;
*Duration: 10 Turns&lt;br /&gt;
*Range: 15m&lt;br /&gt;
*Effect: The rune shrouds the area in darkness and creates dozens of shadowy figures that resemble any humanoid figure the runesmith chooses. The shadows appear to randomly attack anything within its area, including each other but cause no harm on their own. This makes it easy for the user to disguise their own attacks within it. The runesmith is able to see clearly within this darkness. Any sound made within the radius is replicated by every shadow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Runesmiths within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following rune may be crafted by Master Runesmiths during the Peak of the Mother Moon. This rune may be only crafted if the Master Runesmith is crafting at night during the Peak of the Mother Moon. A Runesmith does not require the proper Disciplines to cast these runes, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Conjure Otota&lt;br /&gt;
*Mana: 5 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns&lt;br /&gt;
*Duration: 1 turn/ 3 turn pin&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Effect: This rune will open a gate for a depiction of the Moon of Otota to fly through wherever the runesmith chooses within range. This strange, tuberous, and arcane moon will fly forth to impact the ground of a 9x9x9m area. Those caught in this area will receive crushing injuries from the impact of the Moon, weighing up to Severe. Any targets must then make a DC 14 check, or they will be physically pinned underneath the green and lilac metal for 3 Turns before the material dissipates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Pearled_Cathedral&amp;diff=1580</id>
		<title>The Pearled Cathedral</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Pearled_Cathedral&amp;diff=1580"/>
		<updated>2023-09-03T00:29:05Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt; Third Mense of Mortina &amp;lt;/div&amp;gt;  Rumored to be nestled within the many craters and crevices of the Mother Moon are strange and seldom spotted structures. Being so close to Aversia that the Moon itself is easily seen by any, those astronomers who gaze upon perhaps the easiest target of their search may find a temple upon the Mother Moon herself. A cathedral tucked and hidden amongst her many crevices, born purely of pearled an...&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;
Third Mense of Mortina&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rumored to be nestled within the many craters and crevices of the Mother Moon are strange and seldom spotted structures. Being so close to Aversia that the Moon itself is easily seen by any, those astronomers who gaze upon perhaps the easiest target of their search may find a temple upon the Mother Moon herself. A cathedral tucked and hidden amongst her many crevices, born purely of pearled and abyssal moonstones. This porcelain structure has been gazed upon in all the millennia by no more Aversian eyes that one may count on their hand. &lt;br /&gt;
&lt;br /&gt;
Myths passed down throughout the millennia by Covens of the Moon Mother detail the most holy site of worship, a temple birthed upon the Moon’s own surface. Shown to only her most faithful, it is suspected that this temple is the place of prayer where her followers gather in their afterlife. Despite the rare witnesses of this structure, all rumored accounts of astronomers, and texts of her preachers detail that the Pearled Cathedral is a lone structure hidden among her surface. Empty, it has never been seen occupied when found by an astronomer; casting doubt upon the words of the preachers who claim it as a hall of congregation.&lt;br /&gt;
&lt;br /&gt;
Once a Cycle, in the midst of Mortina, The Pearled Cathedral will reveal itself upon the Mother Moon and send a ray of moonlight upon Aversia from dusk till dawn. This moonlight will spread her influence over the Realm of Aversia, granting to her kin grand boons on this night. This period of darkness is known as the Mense of the Mother Moon.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
The Mense of the Mother Moon affects many of her followers, and those close to her influence. From the Magi whose mana she conducts to her covens fashioned from the cursed [[Vallahism|Vallah]] and [[Lycanthropy|Lycanthropes]]. A ray of moonlight leaves the Cathedral once a Tsel, touching Aversia. Granting her night her influence. The following boons are granted to those who qualify for the duration of the Mense by [[Ombra]] herself.&lt;br /&gt;
&lt;br /&gt;
When a [[The Orgin|Mage]] or [[Runesmithing|Runesmith]] bears witness to the Pearled Cathedral they are able to cast and craft all the following spells and runes, regardless of whether they possess the Discipline or not. This effect will fade once the Pearled Cathedral has ended, and dawn has risen.&lt;br /&gt;
&lt;br /&gt;
When a Vallah or Lycanthrope bears witness to the Pearled Cathedral they are granted the boons of the night. These abilities will show through during the night but will fade away once dawn has risen.&lt;br /&gt;
&lt;br /&gt;
The Pearled Cathedral has effects that are accessible throughout the Mense and effects that are accessible only during the Peak of the phenomenon. The Peak will only occur for one night, in the exact middle of the Mense. During the Peak, more powerful abilities become accessible to the Nightmother&#039;s favored for this one night.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vallah within Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When amongst the darkness and night during the Mense of the Mother Moon, Vallah will find that they are able to course of [2 Turns] transform themselves into the form of a Shike. Lesser Vallahs will find themselves able to transform into Lesser Shrikes; whilst Greater Vallahs may transform into Greater Shikes. Vallah will be able to remain within these transformed states until dawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lycanthropes within Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The motherly gaze of the Mother Moon shines down upon her accursed during her Mense. All Lycans during these nights will become sentient until dawn. Unlike the rest of the Cycle, they will be in full control of their faculties, minds, and choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Magi  within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Novice Magi throughout the Mense of the Mother Moon. These spells may be only cast if the Novice or greater Mage is able to see the Mense of the Mother Moon. A Mage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Peace of Night&lt;br /&gt;
*Mana: 3 &lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Low&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 5 Turns&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: When in darkness or night, the caster may designate a target within range to be overtaken by calm. Hostility is ended for the duration upon the target. &lt;br /&gt;
&lt;br /&gt;
Spell Name: Slight of Hand &lt;br /&gt;
*Mana: 3&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Low&lt;br /&gt;
*Cast Time: 2 Turns&lt;br /&gt;
*Spell Duration: Instant&lt;br /&gt;
*Range: 15m&lt;br /&gt;
*Spell Effect: The caster will reach through a conjured shadow which will allow them to take a chosen object from the target&#039;s form. The target must make a DC 14 check to notice if the item has been taken. If the object is held, the target will immediately be aware of the thievery and must make a DC 14 check to prevent the item from being taken by the shadow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Magi within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
The following spells may be cast by Adept Magi throughout the Mense of the Mother Moon. These spells may be only cast if the Adept or greater Mage is able to see the Mense of the Mother Moon. A Mage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Mage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Of Mother&#039;s Brood&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 1 OOC hour&lt;br /&gt;
*Range: Touch&lt;br /&gt;
*Spell Effect: The caster targets a creature of the night (rats, bats, wolves, etc.) and channels their sight and hearing into their form. The caster is able to speak through this creature, in which the caster&#039;s own voice will be heard. If the animal is harmed, the spell will end.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Celestial’s End&lt;br /&gt;
*Mana: 3 + 2 per Turn&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Channeled&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster sends forth a 1m wide ray of starlight 10m long before themselves. Targets caught in this ray will suffer from a blinding light, which seeks to run through their form. Those who hold hatred for The Nightmother and her celestials are said to feel intense burning from this wound. Armor will delay the wounds of this spell by one turn. Wounds will worsen for each turn a target remains in the ray, Wounds are as follows:&lt;br /&gt;
**Turn 1:  The light will pierce the flesh of the target(s) making a Moderate puncture.&lt;br /&gt;
**Turn 2: Punctures will dive deeper into the flesh of the target(s), becoming a Severe puncture.&lt;br /&gt;
**Turn 3+: The light will continue to pierce into the form of the target(s), maintaining the damage of Severe punctures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmages within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spells may be cast by Archmages throughout the Mense of the Mother Moon. These spells may be only cast if the Archmage is casting at night during the Mense of the Mother Moon. An Archmage does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above serves as such for the Archmage. These spells are unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Mislead &lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: 5 Turns&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect:  The caster creates two illusory clones that are able to fully interact with the world. Aided by Ombra&#039;s own influence these duplicates are considered Divine in origin, and cannot be seen through magical means. These clones may take three strikes before they are killed. They may cast a singular spell or take action until dispelled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spell Name: Blood Puppet&lt;br /&gt;
*Mana: 5 + 3 per Turn&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: Channeled&lt;br /&gt;
*Range: 8m&lt;br /&gt;
*Spell Effect: The caster leads both the mind and body of their target to perceive the world and do as they wish. Aided by Ombra&#039;s own influence this magic is Divinely hosted, and cannot be blocked by magical means or braincap. The target will see the reality made by the caster, and do as the caster guides them to. Once free, the target will feel the influence of a caster leave their mind, but will not know what is truth and what is fabrication. DC of 16 is to be made with each turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vallah within Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Within the rays of moonlight during the Peak of the Mother Moon, the Nightmother’s Vallah benefits greatly. All Lesser Vallah assume the abilities of Greater Vallah during this peak night. Whilst Greater Vallah are consumed by the night themselves, they may teleport between darkened or shaded spaces within 10 meters and take action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lycanthropes within Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lycanthropes while in darkness are able to heal all wounds in [6 Turns] during combat, assuming they take no damage while healing. Taking damage while healing will prevent healing for [10 Turns]. Healing per turn follows the scale below:&lt;br /&gt;
&lt;br /&gt;
*2 Post Cast Time: Minor - Minor cuts, scrapes, and bruises&lt;br /&gt;
*3 Post Cast Time: Mild - Lacerations, minor fractures, punctures, and gashes requiring stitches&lt;br /&gt;
*4 Post Cast Time: Moderate - Broken bones, minor blood loss, 2nd-degree burns, minor appendages (fingers, toes, etc.)&lt;br /&gt;
*5 Post Cast Time: Severe - 3rd-degree burns, major blood loss, major lacerations, gashes, puncture wounds, etc.&lt;br /&gt;
*6 Post Cast Time: Lethal - Fatal wounds, organ damage, limbs, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Magi within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by Novice Magi during the Peak of the Mother Moon. This spell may be only cast when the Novice or greater Mage is crafting at night during the Peak. A Mage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Mage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Cosmic Awe&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster selects a 6x6 area and sprouts from the ground the awe-inspiring lights of the cosmos which will shoot to the sky. Any objects or targets caught in this radius will be rocketed 15m into the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Magi within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by Adept Magi during the Peak of the Mother Moon. These spells may be only cast when the Novice or greater Mage is crafting at night during the Peak. A Mage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Mage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: Angered Comet&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 3 Turns&lt;br /&gt;
*Spell Duration: Instantaneous&lt;br /&gt;
*Range: Self&lt;br /&gt;
*Spell Effect: The caster makes a charge, transforming themselves into a rushing comet. This comet measures 5m wide and will punch through any obstacles within 20m. Those who oppose the comet will be severely wounded, armor will be caved in, and those in the path of the comet will be forced to the side. Any terrain obstacles, such as walls or earth are reduced to rubble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archmages within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following spell may be cast by Archmages during the Peak of the Mother Moon. This spell may be only cast when the Archmage is casting at night during the Peak. An Archmage does not require the proper Disciplines or catalyst to cast this spell, as the phenomenon above serves as such for the Archmage. This spell is unable to be retained after the peak of the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Spell Name: The Bonds of Moonlight&lt;br /&gt;
*Mana: 5&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Concentration: Medium&lt;br /&gt;
*Cast Time: 4 Turns&lt;br /&gt;
*Spell Duration: 4 Turns&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Spell Effect: The caster wraps the body of up to three targets in rays of moonlight, tying them like lace. These shimmering bonds will restrict any physical movement, and physical attacks as the entire body has been encased in moonlight wraps. The target must begin their turn by making a DC 16 saving throw, if a fail, the bonds will tighten to a crush which will break bones, providing Severe wounds. Upon a successful save, the target will resist the crushing force of the bonds and will remain wrapped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Runesmiths within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Novice Runesmiths throughout the Mense of the Mother Moon. These runes may be only crafted if the Novice or greater Runesmith is crafting at night during the Mense of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Weaver’s Icon&lt;br /&gt;
*Mana: 4&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 2 Turns&lt;br /&gt;
*Duration: 1 Charge&lt;br /&gt;
*Range: Touch&lt;br /&gt;
*Effect: When imbued onto a weapon, this rune causes the weapon to glow brightly with celestial energy. Whatever target the weapon strikes will feel the force of a miniature supernova as the celestial energy is expended, sending the target and any objects or people within 5 meters of it flying back 5m. Anyone looking directly at the impact will be blinded for 1 turn if they are within 10 meters.  This causes the bearer of the weapon to stagger, but nothing more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Runesmiths within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Adept Runesmiths throughout the Mense of the Mother Moon. These runes may be only crafted if the Adept or greater Runesmith is crafting at night during the Mense of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Astral Gate&lt;br /&gt;
*Mana: 4 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns&lt;br /&gt;
*Duration: 1 turn&lt;br /&gt;
*Range: 20m &lt;br /&gt;
*Effect: The rune opens many small portals in a 7x7x1 wall. Dozens of small meteorites rip through the direction of the runesmiths choosing for 20m. They are capable of ripping through steel plate armor, causing Severe punctures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Runesmiths within the Mense of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Master Runesmiths throughout the Mense of the Mother Moon. These runes may be only crafted if the Master Runesmith is crafting at night during the Mense of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Conjure Lustelio&lt;br /&gt;
*Mana: 4 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns&lt;br /&gt;
*Duration: 10 Turns&lt;br /&gt;
*Range: 5m&lt;br /&gt;
*Effect: This rune will send into the air the depiction of Lustelio’s constellation, which shines down upon it. Anything within the subtle glow of the constellation gains a subtle sense of peace. Their concentration cannot be broken while standing in the glow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Runesmiths within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Novice Runesmiths during the Peak of the Mother Moon. These runes may be only crafted if the Novice or greater Runesmith is crafting at night during the Peak of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Conjure Lahna&lt;br /&gt;
*Mana: 3 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns&lt;br /&gt;
*Duration: 10 Turns&lt;br /&gt;
*Range: 5m &lt;br /&gt;
*Effect: This rune will send into the air the depiction of Lahna’s constellation, which shines down upon it. Anything within the subtle glow of the constellation may roll twice for any roll, and take the roll they choose for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adept Runesmiths within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following runes may be crafted by Adept Runesmiths during the Peak of the Mother Moon. These runes may be only crafted if the Adept or greater Runesmith is crafting at night during the Peak of the Mother Moon. A Runesmith does not require the proper Disciplines or catalyst to cast these spells, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Nightmother’s Blur&lt;br /&gt;
*Mana: 5 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns &lt;br /&gt;
*Duration: 10 Turns&lt;br /&gt;
*Range: 15m&lt;br /&gt;
*Effect: The rune shrouds the area in darkness and creates dozens of shadowy figures that resemble any humanoid figure the runesmith chooses. The shadows appear to randomly attack anything within its area, including each other but cause no harm on their own. This makes it easy for the user to disguise their own attacks within it. The runesmith is able to see clearly within this darkness. Any sound made within the radius is replicated by every shadow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Runesmiths within the Peak of the Mother Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following rune may be crafted by Master Runesmiths during the Peak of the Mother Moon. This rune may be only crafted if the Master Runesmith is crafting at night during the Peak of the Mother Moon. A Runesmith does not require the proper Disciplines to cast these runes, as the phenomenon above grants such ability to the Runesmith. This rune is unable to be retained after the anomaly has ended.&lt;br /&gt;
&lt;br /&gt;
Name: Conjure Otota&lt;br /&gt;
*Mana: 5 Mana&lt;br /&gt;
*Disciplines: Pearled Cathedral&lt;br /&gt;
*Activation: Time&lt;br /&gt;
*Activation Time: 3 Turns&lt;br /&gt;
*Duration: 1 turn/ 3 turn pin&lt;br /&gt;
*Range: 10m&lt;br /&gt;
*Effect: This rune will open a gate for a depiction of the Moon of Otota to fly through wherever the runesmith chooses within range. This strange, tuberous, and arcane moon will fly forth to impact the ground of a 9x9x9m area. Those caught in this area will receive crushing injuries from the impact of the Moon, weighing up to Severe. Any targets must then make a DC 14 check, or they will be physically pinned underneath the green and lilac metal for 3 Turns before the material dissipates.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Dupele&amp;diff=1579</id>
		<title>Dupele</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Dupele&amp;diff=1579"/>
		<updated>2023-09-03T00:24:24Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;Doo-Pel-Ay  ==Inhabitants==  There are no known inhabitants within this planet, as any animals and plants that attempt to thrive are quickly snuffed out by the scorching lava that blankets the planet.  ==Distance from Sun/Aethius==  *Sun: 28,000,000 miles/45,061,632 kilometers *Aethius: 46,000,000 miles/74,029,824 kilometers  ==Weather Conditions==  Dupele has no significant border between its core and surface - an unstable planet at best. Magma and lava, as well as igne...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doo-Pel-Ay&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
&lt;br /&gt;
There are no known inhabitants within this planet, as any animals and plants that attempt to thrive are quickly snuffed out by the scorching lava that blankets the planet.&lt;br /&gt;
&lt;br /&gt;
==Distance from Sun/Aethius==&lt;br /&gt;
&lt;br /&gt;
*Sun: 28,000,000 miles/45,061,632 kilometers&lt;br /&gt;
*Aethius: 46,000,000 miles/74,029,824 kilometers&lt;br /&gt;
&lt;br /&gt;
==Weather Conditions==&lt;br /&gt;
&lt;br /&gt;
Dupele has no significant border between its core and surface - an unstable planet at best. Magma and lava, as well as igneous rock that floats throughout, are all that inhabit this world. There are no signs of other liquids, especially not water or forms of precipitation. When viewed from the surface of Aethius, late in the evening or early in the morn, Dupele appears as a flaming bolt near the rising or setting sun. Often referred to as the &#039;Star of Morning&#039;, a stream of superheated gasses stretches for thousands of miles behind the strange bodies&#039; traverse across the heavens. Once, it was a marvelous giant, gaseous and beautiful, though over eons the blasting furnace of Sol has stripped its upper atmospheres in a horrifying dance of unfettered nature.&lt;br /&gt;
&lt;br /&gt;
Yearly Rotation Time: 1/4 Aethius Year&lt;br /&gt;
&lt;br /&gt;
Patron Deity: [[Veltes]]&lt;br /&gt;
&lt;br /&gt;
Legends/Known Information: N/A&lt;br /&gt;
&lt;br /&gt;
Astrological Sign: Tuitio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Seretse&amp;diff=1578</id>
		<title>Seretse</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Seretse&amp;diff=1578"/>
		<updated>2023-09-03T00:24:03Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;S-Air-Et-Say  ==Inhabitants==  Due to the harsh conditions of this dry, hot planet, very little life can survive there. That which has and is developing on its surface is no more than simple bacteria, adapted to endure the conditions of the land. To the naked eye, it is lifeless.  ==Distance from Sun/Aethius==  *Sun: 66,000,000 miles/106,000,000 kilometers *Aethius: 23,000,000 miles/36,000,000 kilometers  ==Weather Conditions==  Within the heavens, a twinkling yellow smu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;S-Air-Et-Say&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
&lt;br /&gt;
Due to the harsh conditions of this dry, hot planet, very little life can survive there. That which has and is developing on its surface is no more than simple bacteria, adapted to endure the conditions of the land. To the naked eye, it is lifeless.&lt;br /&gt;
&lt;br /&gt;
==Distance from Sun/Aethius==&lt;br /&gt;
&lt;br /&gt;
*Sun: 66,000,000 miles/106,000,000 kilometers&lt;br /&gt;
*Aethius: 23,000,000 miles/36,000,000 kilometers&lt;br /&gt;
&lt;br /&gt;
==Weather Conditions==&lt;br /&gt;
&lt;br /&gt;
Within the heavens, a twinkling yellow smudge marks the sky where Seretse lays- travelling eternally about its parent star. Yet, upon closer investigation, the surface is naught but a wasteland, marred by permanent storms that rage from pole to pole across the planet, leaving no grain of sand unturned. There are very little notable landmarks upon the surface of Seretse, as the ever-harrowing storms have stripped away any structures but great dunes, whose positions change by the season.&lt;br /&gt;
&lt;br /&gt;
Yearly Rotation Time: 3/4 Aethius Year&lt;br /&gt;
&lt;br /&gt;
Patron Deity: [[Venti]]&lt;br /&gt;
&lt;br /&gt;
Legends/Known Information: N/A&lt;br /&gt;
&lt;br /&gt;
Astrological Sign: Raphelio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Aethius&amp;diff=1577</id>
		<title>Aethius</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Aethius&amp;diff=1577"/>
		<updated>2023-09-03T00:23:45Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;Ayy-The-Us  ==Inhabitants== Aethius, is the world that carries the only known, and most diverse forms of life within our universe. A single beacon of hope and promise, amidst a void of eternal black. Great forests of flora, and hosts of fauna dot the surface, in a myriad of colors. Life in abundance, and even great constructive cultures. Though, the most advanced of these is only of a mid-Medieval era.  ==Distance from Sun/Aethius==  *Sun: 93,000,000 miles/149,668,992 mi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ayy-The-Us&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Aethius, is the world that carries the only known, and most diverse forms of life within our universe. A single beacon of hope and promise, amidst a void of eternal black. Great forests of flora, and hosts of fauna dot the surface, in a myriad of colors. Life in abundance, and even great constructive cultures. Though, the most advanced of these is only of a mid-Medieval era.&lt;br /&gt;
&lt;br /&gt;
==Distance from Sun/Aethius==&lt;br /&gt;
&lt;br /&gt;
*Sun: 93,000,000 miles/149,668,992 miles&lt;br /&gt;
*Aethius: 0 Miles/0 Kilometers&lt;br /&gt;
&lt;br /&gt;
==Weather Conditions==&lt;br /&gt;
&lt;br /&gt;
It is a place of many conditions, yet, the most common site to uphold is a thick atmosphere of Nitrogen, Oxygen, and other noble gases, in a mix that is both perfect for breathing, and with enough albedo, that storms do not become hostile towards the life that resides upon the planet. Its axial tilt is that of a small degree, leading to seasons that are perfectly suited for the various walks of life that dot the world.&lt;br /&gt;
&lt;br /&gt;
Yearly Rotation Times: One Aethius Year&lt;br /&gt;
&lt;br /&gt;
Patron Deity: [[Arvora]]&lt;br /&gt;
&lt;br /&gt;
Legends/Known Information: N/A&lt;br /&gt;
&lt;br /&gt;
Astrological Sign: Alis&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Periera_Barrier&amp;diff=1576</id>
		<title>Periera Barrier</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Periera_Barrier&amp;diff=1576"/>
		<updated>2023-09-03T00:23:17Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;Per-Ee-Er-Ah  ==Inhabitants==  There are no inhabitants of the Periera Barrier. Or, so we think. A rather tumultuous storm of rocks, great and small in size spreads across space where there once should have been another body. In the distant past, something shattered this body, and strewn in its wake is little more than torn apart debris and detritus.  ==Distance from Sun/Aethius==  *Sun: 2.06 Astronomical Units (AU - Distance from Aethius to Sol) *Aethius: 1.06 Astronomi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Per-Ee-Er-Ah&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
&lt;br /&gt;
There are no inhabitants of the Periera Barrier. Or, so we think. A rather tumultuous storm of rocks, great and small in size spreads across space where there once should have been another body. In the distant past, something shattered this body, and strewn in its wake is little more than torn apart debris and detritus.&lt;br /&gt;
&lt;br /&gt;
==Distance from Sun/Aethius==&lt;br /&gt;
&lt;br /&gt;
*Sun: 2.06 Astronomical Units (AU - Distance from Aethius to Sol)&lt;br /&gt;
*Aethius: 1.06 Astronomical Units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Width: 1.28 Astronomical Units (AU - Distance from Aethius to Sol)&lt;br /&gt;
&lt;br /&gt;
==Weather Conditions==&lt;br /&gt;
&lt;br /&gt;
The Periera Barrier is chaotic, which can easily be seen from the surface of Aethius with a powerful enough scope. Due to some cataclysm in the far past, the greater rocks draw the smaller, creating enormous collisions and clouds of dust that smear across the void. It could almost be seen as a storm, formed by the invisible force of gravity between the chunks of decimated rock.&lt;br /&gt;
&lt;br /&gt;
One third of the mass of the Periera Barrier, is constructed of a rough icy-rock, with the collection of frozen water, and dust particles, forming the source of comets that tend to pass through system. The rest, is a heavy mixture of thick metallic rocks, compressed and bombarded by one another, to produce incredibly dense and heavy metals.&lt;br /&gt;
&lt;br /&gt;
Yearly Rotation Times: Three Aethius Years&lt;br /&gt;
&lt;br /&gt;
Patron Deity: [[Domm]]&lt;br /&gt;
&lt;br /&gt;
Legends/Known Information: N/A&lt;br /&gt;
&lt;br /&gt;
Astrological Sign: Ptolemus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Glacira&amp;diff=1575</id>
		<title>Glacira</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Glacira&amp;diff=1575"/>
		<updated>2023-09-03T00:22:40Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;Glay-Seer-Ah  ==Inhabitants== What can survive upon a world that is never graced by the glorious rays of Sol? Surely, a realm of absolute horror and darkness. . . Utter chaos, and life that has never been granted the life-giving rays of the solar furnace. It is only rumored, yet perhaps what exists beneath the shell of ice that covers Glacira is a realm of perverse oceanic creations. Bahari&amp;#039;s wrath and ingenuity are taken to the level of potency that not a single mortal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Glay-Seer-Ah&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
What can survive upon a world that is never graced by the glorious rays of Sol? Surely, a realm of absolute horror and darkness. . . Utter chaos, and life that has never been granted the life-giving rays of the solar furnace. It is only rumored, yet perhaps what exists beneath the shell of ice that covers Glacira is a realm of perverse oceanic creations. Bahari&#039;s wrath and ingenuity are taken to the level of potency that not a single mortal eye has laid their gaze upon. Yet, this is mere speculation.&lt;br /&gt;
&lt;br /&gt;
From the surface, it appears that Glacira is little more than a frozen world. Caked wholly in ice, its albedo is too high to melt the impenetrable surface. Little of an atmosphere cloaks the planet, and not a single thing can exist upon its frozen perpetual plains.&lt;br /&gt;
&lt;br /&gt;
==Distance from Sun/Aethius==&lt;br /&gt;
&lt;br /&gt;
*Sun: 3.4 AU (Astronomical Units - Distance from Sun to Earth.)&lt;br /&gt;
*Aethius: 1.4 AU&lt;br /&gt;
&lt;br /&gt;
==Weather Conditions==&lt;br /&gt;
&lt;br /&gt;
Across the surface of Glacira, there is little in the way of what could be counted as weather. Its thin atmosphere does not possess the density to hold complex currents. However, this barren and stark landscape is not reflected beneath the surface. Deep beneath the veil of ever-frozen ice, is a swirling miasma of liquids and chemicals, fueled by the eternal fires of the planets&#039; nickel-iron core. It is almost the same as an atmosphere within a planet such as Aethius, involving convection currents, temperature gradients, and the like. Great internal storms rage beneath the surface, at times forcing even the icy plates of the world to buckle and reform.&lt;br /&gt;
&lt;br /&gt;
Yearly Rotation Time: Twelve Aethius Years&lt;br /&gt;
&lt;br /&gt;
Patron Deity: [[Bahari]]&lt;br /&gt;
&lt;br /&gt;
Legends/Known Information: N/A&lt;br /&gt;
&lt;br /&gt;
Astrological Sign: Raphelio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Julia_and_Mulea&amp;diff=1574</id>
		<title>Julia and Mulea</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Julia_and_Mulea&amp;diff=1574"/>
		<updated>2023-09-03T00:22:09Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot; Joo-Lee-Ah / Moo-Lay-Ah  ==Inhabitants== Ultimately, there are no inhabitants of the strange stellar pair that exists when considering Julia and Mulea. What lies, suspended in the heavens like an untouched jewel, are two gaseous planets of similar size. Julia, the first, is a bright opalescent blue, while Mulea, the second, ranges from a bright prismatic orange, to a dull swirling brown as you grace its lower hemispheres. Large, the largest of all the planetary bodies w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Joo-Lee-Ah / Moo-Lay-Ah&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
Ultimately, there are no inhabitants of the strange stellar pair that exists when considering Julia and Mulea. What lies, suspended in the heavens like an untouched jewel, are two gaseous planets of similar size. Julia, the first, is a bright opalescent blue, while Mulea, the second, ranges from a bright prismatic orange, to a dull swirling brown as you grace its lower hemispheres. Large, the largest of all the planetary bodies within the solar system, these two planets orbit in an almost perfect unity. As two pairs of dancers would upon a floor of twinkling black velvet.&lt;br /&gt;
&lt;br /&gt;
What could survive, in such depths of thick atmosphere, devoid of land to place thy feet? Perhaps, none shall know. For there might be a great stretching city upon Mulea, and hordes of feasting goblins upon Julia. Yet, alas, we would be none the wiser, for the twins seem little more than a tiny marble from Aethius, even with the greatest of looking devices.&lt;br /&gt;
&lt;br /&gt;
==Distance from Sun/Aethius==&lt;br /&gt;
&lt;br /&gt;
*Sun: 9.5 AU (Astronomical Units - Distance from Sun to Aethius)&lt;br /&gt;
*Aethius: 8.5 AU&lt;br /&gt;
&lt;br /&gt;
==Weather Conditions==&lt;br /&gt;
&lt;br /&gt;
Julia&#039;s surface is smooth, calm, and ribbed with bands of white and silver- these, are best assumed to be great storms that rage infinitely into the darkness, forever protecting their jewel-like sheen from the stagnation of the void itself. Its color, mostly untouched, as the storms upon its surface rotate with its axial spin. Mulea, however is a different matter altogether. Due to the gravitational disturbance of the other twin, its surface is often like swirling eddies of a muddy stream. Forever unable to gain some semblance of balance, its color shifts and changes many times a year, as the atmospheric gasses exchange themselves with warmer gasses near the core.&lt;br /&gt;
&lt;br /&gt;
What is most peculiar, about the twins, is their proximity and size. Asteroids and other detritus from the Periera Barrier, have in time found their way to the orbits of the twin planets. As such, they&#039;ve collected a host of moons, and small objects that form a toroidal ring about the two. Yet, it is often seen, and witnessed by some upon Aethius, the destruction and chaos that can spring about from the twins. Should an asteroid stray too close to the planets, their gravity propels it like some enormous crossbow, sending the ill-fated stone across the blackness of space in excess of five-hundred kilometers a second. A devastating missile, yet beautiful force of nature.&lt;br /&gt;
&lt;br /&gt;
Yearly Rotation Time: Thirty-Two Aethius Years&lt;br /&gt;
&lt;br /&gt;
Patron Deity: [[Oklamat]] and [[Venti]]&lt;br /&gt;
&lt;br /&gt;
Legends/Known Information: N/A&lt;br /&gt;
&lt;br /&gt;
Astrological Sign: Heraculus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Hivana&amp;diff=1573</id>
		<title>Hivana</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Hivana&amp;diff=1573"/>
		<updated>2023-09-03T00:20:20Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;Hee-Vah-Nah  ==Inhabitants==  There are no inhabitants of such a hostile, and barren world, gripped by the destructive forces of a magnitude unknown to mankind. . . A porcelain silver, the planet appears peaceful to the naked eye. It isn&amp;#039;t very large, Hivana, yet its glow supersedes that of the great Twins, whose orbit is much closer to Aethius than this small and putrid body. Yet beneath the clouded surface, is an anomaly that by all intents and purposes, simply shouldn...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hee-Vah-Nah&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
&lt;br /&gt;
There are no inhabitants of such a hostile, and barren world, gripped by the destructive forces of a magnitude unknown to mankind. . . A porcelain silver, the planet appears peaceful to the naked eye. It isn&#039;t very large, Hivana, yet its glow supersedes that of the great Twins, whose orbit is much closer to Aethius than this small and putrid body. Yet beneath the clouded surface, is an anomaly that by all intents and purposes, simply shouldn&#039;t exist.&lt;br /&gt;
&lt;br /&gt;
Stark, utterly inhospitable, are simple phrases to describe the medicinal purity of the veritably glowing white sphere. . . Beneath a thick atmosphere of acidic and poisonous gases, lies an exposed nickel-iron core of obscene temperature.&lt;br /&gt;
&lt;br /&gt;
==Distance from Sun/Aethius==&lt;br /&gt;
&lt;br /&gt;
*Sun: 12 AU (Astronomical Unit - Distance from Sun to Aethius)&lt;br /&gt;
*Aethius: 11 AU&lt;br /&gt;
&lt;br /&gt;
==Weather Conditions==&lt;br /&gt;
&lt;br /&gt;
Hivana is as complex as a planetary body can come, when considering its conditions of anomalous weather. If, it can be called weather. . . Without rhyme or reason, the surface of the planet boils and churns, seemingly constructed entirely of liquid nickel-iron alloys, whose temperature due to internal forces, mirrors that of Sol. The thick atmosphere surrounding the planet, reflects this temperature, nearly itself a sort of plasma. . . Though, contrary to logic, it still bears such an atmosphere, one that should have been shed eons ago.&lt;br /&gt;
&lt;br /&gt;
Its wholly metallic construction, intense heat, and swirling central core, forms from itself a magnetic field so strong, that the very plasmoid atmosphere remains, trapped and enslaved to circle the planet in a furious struggle to break free. These attributes, unknown to us upon the surface of Aethius, gives the force behind its white-tinged glow, unrivaled except by Ombra herself, in the darkest of night skies.&lt;br /&gt;
&lt;br /&gt;
Yearly Rotation Time: Fifty Aethius Years&lt;br /&gt;
&lt;br /&gt;
Patron Deity: [[Foli]]&lt;br /&gt;
&lt;br /&gt;
Legends/Known Information: N/A&lt;br /&gt;
&lt;br /&gt;
Astrological Sign: Ptolemus&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Putra&amp;diff=1572</id>
		<title>Putra</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Putra&amp;diff=1572"/>
		<updated>2023-09-03T00:19:30Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;Put - Rah  ==Inhabitants== There are no inhabitants on this incredulously small and icy planet. It does not even possess the most scant markings of an atmosphere. Temperatures here, so far from the Solar Center, are cold enough to even freeze the first inklings of a gaseous blanket that may cover the planet.  Its surface is comprised of frozen water, hydrogen, and oxygen among other things... Compressed eternally, frozen beyond cold itself, in a perpetual circle, about i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Put - Rah&lt;br /&gt;
&lt;br /&gt;
==Inhabitants==&lt;br /&gt;
There are no inhabitants on this incredulously small and icy planet. It does not even possess the most scant markings of an atmosphere. Temperatures here, so far from the Solar Center, are cold enough to even freeze the first inklings of a gaseous blanket that may cover the planet.&lt;br /&gt;
&lt;br /&gt;
Its surface is comprised of frozen water, hydrogen, and oxygen among other things... Compressed eternally, frozen beyond cold itself, in a perpetual circle, about its parent star.&lt;br /&gt;
&lt;br /&gt;
==Distance from Sun/Aethius==&lt;br /&gt;
&lt;br /&gt;
*Sun: 70 AU (Astronomical Unit - Distance from Aethius to Sun)&lt;br /&gt;
*Aethius: 69 AU&lt;br /&gt;
&lt;br /&gt;
==Weather Conditions==&lt;br /&gt;
&lt;br /&gt;
Forgotten in time, and lost in the inky void... Putra does not have anything that could be considered weather- to the lackluster observer that is. Its slow trek across the heavens places it within the path of many small debris and detritus. The impact of these objects, some small, and some large, for a brief moment, heat the frozen wastelands of the darkness.&lt;br /&gt;
&lt;br /&gt;
At times, a month or two in length, a large enough body colliding with Putra can throw dust and warmed gases into a low donut-like orbit around the small planet. This collision returns to the planet a semblance of activity, as its surface warms and the landscape shifts... This thin atmosphere, and molten surface, a faint ethereal halo, serves to remind us that even in the furthest, darkest corner of the visible realms, change is the only true constant.&lt;br /&gt;
&lt;br /&gt;
Yearly Rotation Time: One-Hundred and Fifty Aethius Years&lt;br /&gt;
&lt;br /&gt;
Patron Deity: [[Vassas]]&lt;br /&gt;
&lt;br /&gt;
Legends/Known Information: N/A&lt;br /&gt;
&lt;br /&gt;
Astrological Sign: Lahnigar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Moons&amp;diff=1571</id>
		<title>Moons</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Moons&amp;diff=1571"/>
		<updated>2023-09-03T00:18:08Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Ombra - The Mother Moon==  Ombra orbits lazily about the world of Aethius, a stark and plane celestial sphere, marred by many a crater and crevasse. From the surface of Aethius, even without a telescopic device, Ombra shows herself in all the majestic glory that it may behold. Simple- It is, as we see it, a simple orb of platinum white, made of a dense yet soft stone that makes itself appear in such a manner. Some say, even, that it could be made of cheese- yet, th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ombra - The Mother Moon==&lt;br /&gt;
&lt;br /&gt;
Ombra orbits lazily about the world of [[Aethius]], a stark and plane celestial sphere, marred by many a crater and crevasse. From the surface of Aethius, even without a telescopic device, Ombra shows herself in all the majestic glory that it may behold. Simple- It is, as we see it, a simple orb of platinum white, made of a dense yet soft stone that makes itself appear in such a manner. Some say, even, that it could be made of cheese- yet, the only sure fact, is that [[Ombra]] is ours. An eternal companion, rising each night as Sol sets his stalwart gaze to the other side of the globe.&lt;br /&gt;
&lt;br /&gt;
==Nisa - First Moon of Julia==&lt;br /&gt;
&lt;br /&gt;
Nisa finds itself in a rather close orbit to the parent, [[Julia and Mulea|Julia]]- first of the paired Giant planets within the known solar system... It is challenging to see, without the aid of a very powerful telescopic unit, though the dimming of Julia&#039;s light when Nisa makes a full revolution is much more apparent. Nisa, is quite a large stellar body, nearly half the size of Aethius itself- though, a very different place indeed. Scarred by a thick and toxic atmosphere, it is to be believed that the surface is home to a very fractured and molten landscape, dotted with volcanoes and calderas alike, each belching sulfuric and corrosive gasses into the lower atmosphere of the large moon. Due to its properties, it seems to appear as a glowing yellow-orange orb, spiraling tightly around the parent planet, a stark difference in color compared to the calm tones of Julia.&lt;br /&gt;
&lt;br /&gt;
==Otota - Second Moon of Julia==&lt;br /&gt;
&lt;br /&gt;
Otota is considered to be the second moon of [[Julia and Mulea|Julia]], first of the paired Giant planets... While, it could easily be misconstrued for an independent object, over long periods of time, it has been observed to idly rotate closer to Julia than it does any other bit of stellar detritus. Otota is small, roughly twenty kilometers across on its long axis, and appears much like a tuberous root, akin to a potato almost- yet colored with a hue of green and lilac... Strange colors, and almost imperceptible without the aid of a telescopic device. If there is any notable strangeness to Otota, it is the very keen possibility that it is formed of some odd sky-faring metal, imbued with arcane properties.&lt;br /&gt;
&lt;br /&gt;
==Imoa - First Moon of Mulea==&lt;br /&gt;
&lt;br /&gt;
Imoa, is a moon of comparable size to Aethius&#039; own moon, and equally appears to be quite similar. Orbiting within a generally wide path around [[Julia and Mulea|Mulea]], it tends to adopt an elliptical, or oval-shaped orbit around the second gaseous giant... It can only be seen from the surface of Aethius with a rather powerful telescopic lens, though- when viewed, appears to be little more than a crater-pocked sphere of silver and dark grey... It possesses a thin atmosphere, with quite a few dust storms that occasionally sweep across the moon&#039;s stoic surface, giving it the appearance of writing like it is covered with countless many insects. - Or, we hope they&#039;re dust storms. . .&lt;br /&gt;
&lt;br /&gt;
==Oneisa - Second Moon of Mulea==&lt;br /&gt;
&lt;br /&gt;
Oneisa is considered the second moon of [[Julia and Mulea|Mulea]]- though at times it can claim to be the first, as its highly elliptical orbit often exchanges itself with Imoa- as it sweeps closer towards the atmosphere of Mulea... Being a small, though roughly spherical chunk of icy rock, it is believed to be a captured comet- at times, sweeping down through the upper atmosphere of Mulea, and leaving a flaming streak of light behind as it makes its eternal revolutions through the heavenly space. This streak of light, is easily visible from the surface of Aethius, even without a lens- when Mulea is at full appearance in the sky. It seems as a small brightening of the planetary surface, due to the intense heat and friction that is derived from the moon whipping through the giant planet&#039;s upper atmosphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Solar_System&amp;diff=1570</id>
		<title>Solar System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Solar_System&amp;diff=1570"/>
		<updated>2023-09-03T00:17:11Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;===Moons - The Children=== ===Putra - The Forlorn=== ===Hivana - The Corrupted=== ===Julia and Mulea - The Twin Giants=== ===Glacira - The Veiled Sea=== ===Periera Barrier - The Celestial Cloak=== ===Aethius - The Comely Jewel=== ===Seretse - The Eternal Sands=== ===Dupele - The Flamescarred===   {{GeographyBar}} {{BottomBar}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===[[Moons|Moons - The Children]]===&lt;br /&gt;
===[[Putra|Putra - The Forlorn]]===&lt;br /&gt;
===[[Hivana|Hivana - The Corrupted]]===&lt;br /&gt;
===[[Julia and Mulea|Julia and Mulea - The Twin Giants]]===&lt;br /&gt;
===[[Glacira|Glacira - The Veiled Sea]]===&lt;br /&gt;
===[[Periera Barrier|Periera Barrier - The Celestial Cloak]]===&lt;br /&gt;
===[[Aethius|Aethius - The Comely Jewel]]===&lt;br /&gt;
===[[Seretse|Seretse - The Eternal Sands]]===&lt;br /&gt;
===[[Dupele|Dupele - The Flamescarred]]===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Constellations&amp;diff=1569</id>
		<title>Constellations</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Constellations&amp;diff=1569"/>
		<updated>2023-09-03T00:16:02Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt; ==Columbina== &amp;lt;/div&amp;gt;  &amp;quot;The Nurturer&amp;quot;  Patron Animal: The Unicorn  Patron Flora: Holly Tree  Element: Water  Planet: Julia &amp;amp; Mulea  Birth Period: Glacies  Summary:  People born under the Columbina star sign are typically seen as calm, serene, and patient individuals. The constellation is widely believed to depict a simple yet elegant Sinnehliv woman seated upon a porcelain bench. The stars that make up her eyes are noticeabl...&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;
==Columbina==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Nurturer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: The Unicorn&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Holly Tree&lt;br /&gt;
&lt;br /&gt;
Element: Water&lt;br /&gt;
&lt;br /&gt;
Planet: Julia &amp;amp; Mulea&lt;br /&gt;
&lt;br /&gt;
Birth Period: Glacies&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
People born under the Columbina star sign are typically seen as calm, serene, and patient individuals. The constellation is widely believed to depict a simple yet elegant Sinnehliv woman seated upon a porcelain bench. The stars that make up her eyes are noticeably brighter than the remainder of the constellation, causing many to interpret her expression as being happily entertained by even the simplest of things. The animal affinity comes from the surrounding minor constellations that depict common forest creatures such as bunnies and birds. These creatures remain close to Columbina, drawn to her warm and peaceful personality.&lt;br /&gt;
Ability: You find yourself in the presence of animals more often than most, animals that are passive naturally find themselves more friendly to you. Those animals who would naturally be aggressive are more lax and passive in your presence, unless of course you dare to harm or threaten them and upset the natural balance.&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 to Animal Handling.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Sirce==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Lover&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Thunderbird&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Birch Tree&lt;br /&gt;
&lt;br /&gt;
Element: Fire&lt;br /&gt;
&lt;br /&gt;
Planet: N/A&lt;br /&gt;
&lt;br /&gt;
Birth Period: Amaries&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Those born under the Sirce star sign are considered some of the most attractive individuals one will lay eyes upon. Vain and attention-loving personality traits may be common in some, while others will come across as more humble and charming. The constellation of Sirce is depicted as a seductive and attractive Elven woman gazing flirtatiously over her shoulder. The long and elegantly flowing hair is one of her most notable features, made up of a small gathering of distant little stars that give her hair a glittering appearance.&lt;br /&gt;
Ability: You’ve always been the prettier child, at least that’s what mother told you. Your hair is silky smooth, your skin is clear of blemishes, and your eyes seem to glow with passion. You feel more confident, and some may even fall for your charming pickup lines.&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 to Charisma&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Haemon==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Protector&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Monument Turtle&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Rowan Tree&lt;br /&gt;
&lt;br /&gt;
Element: Earth&lt;br /&gt;
&lt;br /&gt;
Planet: Aethius&lt;br /&gt;
&lt;br /&gt;
Birth Period: Leerily&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Leaders are often the first type of person that comes to mind when thinking of the Haemon star sign. This includes people who never give up and always ensure no one is left behind. Haemon star sign individuals make up a significant amount of the world’s protectors, always taking up for others who cannot defend themselves. Those born under the Haemon star sign are widely believed to have higher endurance and the natural ability to guide and lead others in life. The Haemon constellation depicts an old shepherd guiding a herd of sheep along a path of stars. He carries a large curled cane alongside him.&lt;br /&gt;
Ability: You find yourself unable to catch illnesses as easily as your fellow companions. That expired bread that you and your party ate didn’t seem to impact you at all, whereas they were hung over the chamberpot. Your cuts and bruises seem to heal over faster than most, good thing you drank all that alcohol instead of putting it on your cut!&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 Health&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Lahna==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Jester&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Dragon&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Whistlepine&lt;br /&gt;
&lt;br /&gt;
Element: Earth&lt;br /&gt;
&lt;br /&gt;
Planet: Putra&lt;br /&gt;
&lt;br /&gt;
Birth Period: Pluvily&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
The star sign of Lahna is often associated with people who have an excellent sense of humor. Typically depicted as jesters, those born under the star sign of Lahna tend to live life to the fullest, maintaining a goofy and optimistic view of the world. They tend to be the type of person that others will gravitate towards for a bit of laughter, enjoying their comedy and practical jokes. The constellation depicting the half-elven Lahna forms a typical outfit of a fool, the most prominent feature being the eccentric-looking hat with the outermost stars being the bells at the tips of the points extending from the hat. When depicted artistically, Lahna is very colorful with her outfit alternating colors to match the patches of the hat.&lt;br /&gt;
Ability: You are luckier than most others around you, finding yourself getting out of precarious seemingly random scenarios more often than your comrades. Games of chance are your best friend, and some even claim that you weigh your dice!&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 to Luck.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Raphelio==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Artist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Griffin&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Willow Tree&lt;br /&gt;
&lt;br /&gt;
Element: Air&lt;br /&gt;
&lt;br /&gt;
Planet: Glacira&lt;br /&gt;
&lt;br /&gt;
Birth Period: Fonily&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Those born under the star sign Raphelio tend to be very creative and artistically talented. Whether they have unnaturally alluring singing voices, swift and elegant dancing abilities, perfect stillness with the strokes of a paintbrush, or the ability to play seemingly any musical instrument ever invented, there is no doubt that Raphelio is their star sign. The Raphelio constellation depicts a dancing satyr playing a panflute with a paint-dipped paintbrush tucked between his ear and horn. Surrounding minor constellations are often depicted as children dancing merrily to the music.&lt;br /&gt;
Ability: Your creative outlet was always better than most, and you found yourself much more comfortable participating in the arts than flailing around a silly metal stick. You’re much more precise in your art forms, able to create and perform with elegance and swiftness. No longer will you embarrass yourself with the accidental mess up of the wrist!&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 Performance&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Sparadon==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Warrior&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Matekai&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Onyxwood Tree&lt;br /&gt;
&lt;br /&gt;
Element: Fire&lt;br /&gt;
&lt;br /&gt;
Planet: Seretse&lt;br /&gt;
&lt;br /&gt;
Birth Period: Arimber&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
The Sparadon star sign represents those who are so strong-willed that others may often describe them as unkillable. They could be left out in the wilderness alone for years on end and will only come back stronger than ever. Even in situations when it seems like all hope is lost, those born under the Sparadon star sign will manage to find a way to survive and pull through even the worst of situations. The constellation for Sparadon is depicted as a massively tall and muscular Orc wielding a two-headed war axe in one hand. Minor constellations make up scars on his eyebrows, arms, and legs. When depicted in art, Sparadon is scarcely displayed with a happy expression, typically appearing stoic and neutral.&lt;br /&gt;
Ability: You find yourself naturally attuned to surviving in the outside world, be it in times of war or while trying to find your way in the wilderness. You were praised for saving your entire squadron once in the dry, hot desert due to your resourcefulness and ability to find food and water. If only Dave hadn’t gotten shot by that bolt and forced you to retreat in the first place, you could’ve burned down their city, but instead, you got stuck herding cats!&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 Survival&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Allisandra==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Unrelenting&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Phoenix&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Alder Tree&lt;br /&gt;
&lt;br /&gt;
Element: Fire&lt;br /&gt;
&lt;br /&gt;
Planet: Putra&lt;br /&gt;
&lt;br /&gt;
Birth Period: Cladimber&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
The Allisandra star sign is commonly associated with people described as durable and determined. They will do what they must to get the job done, and rarely ever complain about the work. Those born under the Allisandra star sign will complete every task they take on to the best of their abilities, often taking great pride in their completion. They never give up once they’ve accepted a challenge or set their mind on a particular goal, and can sometimes be seen as stubborn for that. The Allisandra constellation depicts a hardy Dwarf, a blacksmith hammer, and an anvil displayed by the minor constellations just beside her.&lt;br /&gt;
Ability: You found yourself always being called the trouble child growing up, but it’s not -your- fault that you could spin in circles for hours on top of the roof! After all, if they didn’t want you to be up there, why would they put up a ladder to the attic and not lock that weird window? Yet still every time you find yourself in a sprint, you seem to be able to sustain for slightly longer than the norm, but that’s not to say you can’t still trip!&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 Stamina&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Equos==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Explorer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Leviathan&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Ash Tree&lt;br /&gt;
&lt;br /&gt;
Element: Water&lt;br /&gt;
&lt;br /&gt;
Planet: Dupel&lt;br /&gt;
&lt;br /&gt;
Birth Period: Simber&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Those born under the Equos star sign tend to be curious and clever. They are the type of people who love more complex athletic activities such as mountain climbing and underwater cave exploration, finding enjoyment in the challenge of maneuvering through dangerous terrain. Not only is this often a hobby, but people under the Equos star sign also tend to be quite good at it. The Equos constellation is depicted as a slender female Syrien swimming through a complex maze of spiny coral wreaths. The Syrien’s body is bent almost entirely in a “u” shape as she seemingly rounds a sharp corner, using her flexibility to keep from impaling herself on the coral.&lt;br /&gt;
Ability: Your friend dared you to do a backflip once, Little did he know that you could do a double backflip and still bite your thumb in his direction, how dare he underestimate you! Yet still, you don’t persist in degrading him further, that’s simply not your style. He later tried to mimic your backflips and sprained his ankle, unfortunately, yet you still sat by his side through it all.&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 to Acrobatics&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Noctuna==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Inventor&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Manticore&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Oak Tree&lt;br /&gt;
&lt;br /&gt;
Element: Earth&lt;br /&gt;
&lt;br /&gt;
Planet: N/A&lt;br /&gt;
&lt;br /&gt;
Birth Period: Altrina&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
People born under the Noctuna star sign tend to think outside of the box and come up with unconventional yet strangely useful ideas. Many of those born under Noctuna may go on to become alchemists, engineers, craftsmen, or even mages, paying great attention to detail and always trying to find multiple different feasible solutions to problems. The Noctuna constellation depicts a young dark elf with a large pair of protective goggles strapped upon her face and a tool belt secured around her waist. Her hair sticks out at odd angles, and she is typically depicted in art as having a cute but slightly crooked grin.&lt;br /&gt;
Ability: You’ve always been good at picking something out in a crowd, after all, no one can hide that sweet-looking dress from you. Even the seamstress was amazed at your ability to guess what fabric it was made out of, or maybe it wasn’t a guess? Nevertheless, investigating things that seem like crafts has always been your specialty, no one can keep it a secret for long!&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 to Investigation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Tutio==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Thief&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Mor Owl&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Hazel Tree&lt;br /&gt;
&lt;br /&gt;
Element: Air&lt;br /&gt;
&lt;br /&gt;
Planet: Hivana&lt;br /&gt;
&lt;br /&gt;
Birth Period: Folina&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Those born under the Tutio star sign are best described as resourceful, ambitious, and cunning. Some people with this star sign may prefer the spotlight, acting seductively for their own personal gain, while others may tend to stick to manipulating things from behind the scenes. Either way, one thing’s for sure: those born under Tutio almost always get what they want. The Tutio constellation depicts a small, hooded figure with its only visible feature being a smile curving upwards into a creepily large smirk. As a result of the racial and gender ambiguity of this constellation, it has the largest variety of appearances when displayed in different art.&lt;br /&gt;
Ability: You never failed to sneak up on your brother when he tried to steal the cookie that was rightfully yours, but that doesn’t really matter since you stole his dagger right out of his weapons belt. He didn’t even notice, although he might’ve gotten suspicious of you after he had to replace the lock on his door for the third time.&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 to Stealth&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Lustelio==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Scholar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Wyvern&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Hawthorn Tree&lt;br /&gt;
&lt;br /&gt;
Element: Water&lt;br /&gt;
&lt;br /&gt;
Planet: Dupele&lt;br /&gt;
&lt;br /&gt;
Birth Period: Mortina&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
The Lustelio star sign is indicative of book-smart and well-read individuals. Those born under this star sign tend to be attentive and focused intellectuals, capable of honing in their concentration on one particular task, blocking out the rest of the world while they focus. They tend to enjoy reading and learning new information, taking pride in their vast repertoire of knowledge. The Lustelio constellation depicts a seated Aervan with his gaze and concentration upon an open book in his lap. The minor constellation that makes up the book even appears to have small squiggles of text on each page. When depicted in art, the Aervan tends to have lighter gray or golden-colored wings.&lt;br /&gt;
Ability: You’ve often found yourself sitting in a library for hours straight, in fact, the librarian even kicked you out because they wanted to go home due to your inability to properly keep track of time. This didn’t stop you from keeping the book in your clutches while you were getting thrown out the door though. It’s not your fault that you were focused, no one can stop you from reading the rest of that chapter, It was a cliffhanger!&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 to Concentration&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;font-size:20px;&amp;quot;&amp;gt;&lt;br /&gt;
==Ptolemus==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Lord&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Patron Animal: Pegasus&lt;br /&gt;
&lt;br /&gt;
Patron Flora: Pine Tree&lt;br /&gt;
&lt;br /&gt;
Element: Air&lt;br /&gt;
&lt;br /&gt;
Planet: Julia &amp;amp; Mulea&lt;br /&gt;
&lt;br /&gt;
Birth Period: Hiberies&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Those born under the star sign of Ptolemus are not only strong in body but also strong in mind. Typically having sturdy morals and excellent resolve, people with Ptolemus as their star sign can be capable of expertly handling matters either diplomatically or with force. The Ptolemus constellation is a clean-shaven human male with a sword and shield clenched sturdily in either hand. When displayed in art, Ptolemus often has a touch of silvery-gray hair atop his head. A royal red cloak with white fur lining is often depicted as being secured around his neck with a gemstone, billowing backward over his shoulders. The gemstone securing the cape is made up of only one star, the brightest star in the night sky.&lt;br /&gt;
Ability: You always had a strange affinity to beets, or maybe it&#039;s the fairytale your mother told you about that reminded you about how you suddenly lifted an entire crate of beets by yourself. No one man should’ve been able to lift that, it barely fits in your grasp! You’re naturally stronger, but this isn’t to say your ability to murder is better, no no! After all, your friend -did- still knock your lights out because you tried to get cocky.&lt;br /&gt;
&lt;br /&gt;
Modifier: +1 to Heavy Lifting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Astronomy&amp;diff=1568</id>
		<title>Astronomy</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Astronomy&amp;diff=1568"/>
		<updated>2023-09-03T00:10:52Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:65%;text-align:center;margin:auto;color:lightgrey;font-size:20px&amp;quot; |style=&amp;quot;width:50%;padding:10px&amp;quot;|Constellations |style=&amp;quot;width:50%;padding:10px&amp;quot;|Solar System |- |style=&amp;quot;padding:10px;&amp;quot;|The Pearled Cathedral |style=&amp;quot;padding:10px;&amp;quot;|Aurora Curiositas |}   {{GeographyBar}} {{BottomBar}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:65%;text-align:center;margin:auto;color:lightgrey;font-size:20px&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%;padding:10px&amp;quot;|[[Constellations]]&lt;br /&gt;
|style=&amp;quot;width:50%;padding:10px&amp;quot;|[[Solar System]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;padding:10px;&amp;quot;|[[The Pearled Cathedral]]&lt;br /&gt;
|style=&amp;quot;padding:10px;&amp;quot;|[[Aurora Curiositas]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Vershi&amp;diff=1567</id>
		<title>Vershi</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Vershi&amp;diff=1567"/>
		<updated>2023-09-03T00:09:31Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Vershi is a Southern Yusati language that originates from the Ancient desert tribes of Florentia and outlying mesas. This language is considered a lingua franca (bridging/ common language) in the region, allowing people of any and all backgrounds ranging from merchants and hunters to kings and princes to understand each other through a shared tongue. Named after a pseudo-legendary figure of Desert oral tradition of the same name, it is closely related to the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin==&lt;br /&gt;
&lt;br /&gt;
Vershi is a Southern Yusati language that originates from the Ancient desert tribes of Florentia and outlying mesas. This language is considered a lingua franca (bridging/ common language) in the region, allowing people of any and all backgrounds ranging from merchants and hunters to kings and princes to understand each other through a shared tongue. Named after a pseudo-legendary figure of Desert oral tradition of the same name, it is closely related to the Desert-elven tongue, but its vocabulary has been significantly influenced by other language-speak, particularly the overarching abstract Yusati dialect of Common-tongue, as well as by the various minor languages of the tribes that roam the desert. No major, non-desert influences have considerably altered the early Tongue, though some basic &#039;slang&#039; phrases have been incorporated from the Valois and Elven languages, due to the recent political atmosphere that has encompassed the area.&lt;br /&gt;
&lt;br /&gt;
The language has formally developed over the course of 500 Tsels, however, it is unknown when the language was first inscribed into the Desert culture as a staple of speech, formal or otherwise. Oral traditions tell of a figure by the name of Vershi who was the one to bring articulation to the tongue, after slaying a beast with 100 mouths and tongues as part of a rite of passage, &#039;learning the names of all things in a single breath, sweetly singing as the taste of wine&#039; that is akin to the speech of Elves. Since then, the language has been used as an informal conglomeration of words and simple phrases. Alongside the alphabet, the introduction of many Common phrases into the language occurred, many if not all of them originating from the Yusati dialect. The Vershi alphabet would be lost with the fall of the Tashar, however the linguistic influence of the Classical Vershi would leave a profound impact on the desert tribes of the region, most abandoning their localized languages in favor of Vershi, seeing it as a beneficial advantage when dealing with other tribes or trading with other settlements.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The nomadic tribes of the Wuxine have a most impeccable ability to speak the language, as it is the lingua franca of the region from where they hail. However, outsiders that attempt to grasp the language can face a moderate amount of difficulty, as the phonetic structure of the language is a mixture of Elven and Yusati-Common, introducing both formal and informal grammatical rules, vowel symbols as opposed to letters, indicative possession rules, and consonant phonemes that are more denti-aveolar and fricative/stop. The lack of a codified alphabet from which to study from is also a harrowing prospect for those wishing to learn without the assistance of an individual who knows Vershi.&lt;br /&gt;
&lt;br /&gt;
The Code of Vershi, also known as the Vershi alphabet, does indeed exist, yet no examples of how the alphabet looks currently exist. The alphabet is thought by scholars to be a merger between Common and Elven script, with wide, curving letters, vowel symbols, and letters with &#039;dot-notes&#039; denoting their various forms when in a particular part of a word or set of words. This separates the Vershi language from others, as the use of runes and glyphs as a foundation for the language does not exist.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Sairf (Hello)&lt;br /&gt;
*Erish (Goodbye)&lt;br /&gt;
*Sahib (Friend)&lt;br /&gt;
*Vashir (Tree)&lt;br /&gt;
*Thizan (Sand)&lt;br /&gt;
*Heran (Horse)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Tocoatl_(Language)&amp;diff=1566</id>
		<title>Tocoatl (Language)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Tocoatl_(Language)&amp;diff=1566"/>
		<updated>2023-09-03T00:07:11Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;For the Tocoatl race, click here.  ==Origin==  The origin of the language is a rather organic one in comparison to most. As the Tocoatl emerged in the land around them they began to form their tongue through commerce with their other peoples. There was little influence from outside languages for a great deal of time as the Valois had yet to embark towards Belinard, leaving this domain almost purely their own in terms of large nations....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Tocoatl race, click [[Tocoatl|here]].&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
The origin of the language is a rather organic one in comparison to most. As the Tocoatl emerged in the land around them they began to form their tongue through commerce with their other peoples. There was little influence from outside languages for a great deal of time as the [[Valois|Valois]] had yet to embark towards [[Belinard|Belinard]], leaving this domain almost purely their own in terms of large nations. Overall the various tribes formed this common tongue and when the foreigners came in, it was their language that was preserved. The Valois locals took words they lacked from their tongue to describe local flora and fauna and their isolation kept this tongue preserved when compared to others.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Tocoatl language is a rather gruff one, using much of the front of the mouth and throat for its pronunciation. There is a distinct and almost &#039;clicking&#039; sound made on occasion in some of their words which are used to great effect. One of the greatest advantages of the language is its surprising clarity. Though it is difficult to learn to speak it, it is very easy to learn to listen if one speaks slowly enough. The language has evolved to be able to be pronounced rather loudly so that all can hear it within the lands at large.&lt;br /&gt;
&lt;br /&gt;
The writing for Tocoatl is largely pictographic or was before the Valois interpreters came to the island and began to transcribe it into their usual set of characters. With this letters such as the &#039;x&#039; are far more common and apparent within their language as well as odd consonants being put together such as the &#039;tl&#039; as seen in their namesake. Some scholars are able to read the pictographs, but these vary greatly from tribe to tribe, making it difficult to transcribe.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Tecihuitl! (Hello!)&lt;br /&gt;
*Neltoca. (You&#039;re welcome.)&lt;br /&gt;
*Quintlazohcamachilia. (Thank you.)&lt;br /&gt;
*Quen ca tehuatl? (How are you?)&lt;br /&gt;
*Ma xinechtlapohpolhui (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Lahn&amp;diff=1565</id>
		<title>Lahn</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Lahn&amp;diff=1565"/>
		<updated>2023-09-03T00:06:23Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Lahn is the language spoken by the Sinnehliv, a blessing granted to the creatures by Vikret and Arvora. The two Goddesses had worked together to give the magical plant life further sentience, making them akin to the other mortals of the realm. With sentience came communication, a soft and often overlooked language carried from Sinnehliv to Sinnehliv among the whistles of the wind.  In order to give the Sinnehliv language, A...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin==&lt;br /&gt;
&lt;br /&gt;
Lahn is the language spoken by the [[Sinnehliv|Sinnehliv]], a blessing granted to the creatures by [[Vikret|Vikret]] and [[Arvora|Arvora]]. The two Goddesses had worked together to give the magical plant life further sentience, making them akin to the other mortals of the realm. With sentience came communication, a soft and often overlooked language carried from Sinnehliv to Sinnehliv among the whistles of the wind.&lt;br /&gt;
&lt;br /&gt;
In order to give the Sinnehliv language, Arvora and Vikret tailored a unique means of speech that would be easy for Sinnehliv to reproduce, but difficult for other mortals. Arvora provided the physical channels through which Sinnehliv would learn to speak, and Vikret provided the knowledge and ability that would ultimately shape the language of Lahn into existence.&lt;br /&gt;
&lt;br /&gt;
Lahn is a language meant to be spoken, and as a result, it is scarcely written. Although Lahn has a written alphabet that can be learned and reproduced, it is not often one will find scriptures of a Sinnehliv.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Lahn is a language that can best be described as the shifting and rustling of leaves in the wind. It is one of the most quiet and difficult to hear languages, making it nearly impossible to learn. When Sinnehliv speak Lahn they filter carbon dioxide into their bodies and expel oxygen through their mouths in such a way that sounds akin to quiet whispers can be heard.&lt;br /&gt;
&lt;br /&gt;
If a non-Sinnehliv attempts to speak Lahn, the language is typically butchered to the point of obscurity unless extensive practice and effort are put into learning. When Lahn is spoken by non-Sinnehliv, it requires flattening of the tongue and a subtle pucker of the lips in order to produce the faint whistle-like sounds that provide body to the spoken language. Lahn is best described as a breathy language that is spoken while exhaling.&lt;br /&gt;
&lt;br /&gt;
The written form of Lahn is elegant and curvaceous in nature. The Lahn alphabet is typically written very small with intricate details and can be difficult to replicate as a result. Sinnehliv can write Lahn with ease being that their ‘wrists’ are more flexible and can simply follow along with the scripture, however, a non-Sinnehliv who attempts to write in Lahn will tend to write slower and require more concentration.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Laei! (Hello!)&lt;br /&gt;
*Hua layo. (You’re welcome.)&lt;br /&gt;
*Oya-hua. (Thank you.)&lt;br /&gt;
*E yu hua? (How are you?)&lt;br /&gt;
*Umeh. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Orcish&amp;diff=1564</id>
		<title>Orcish</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Orcish&amp;diff=1564"/>
		<updated>2023-09-03T00:06:10Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Though said to be once derived from Elves, Orcs have been known to carry on none of their graceful qualities- thus, including their language. As the broad and mouth-blocking tusks began to sprout from the lower jaw of this brutish race, they could barely form the smooth sounds of many other languages, and seemed to cause an alienation of Elven into a more comfortable rhythm of speech their tongue could easily sound out. This greatly changed both the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin==&lt;br /&gt;
&lt;br /&gt;
Though said to be once derived from Elves, [[Orcs|Orcs]] have been known to carry on none of their graceful qualities- thus, including their language. As the broad and mouth-blocking tusks began to sprout from the lower jaw of this brutish race, they could barely form the smooth sounds of many other languages, and seemed to cause an alienation of Elven into a more comfortable rhythm of speech their tongue could easily sound out. This greatly changed both the dialect and tone, unknowingly forming their own version of language into a unique and often easily noticeable one.&lt;br /&gt;
&lt;br /&gt;
While much of it was originally slurred pronunciation due to their prominent teeth structure, as Orcs grew slightly more dense in numbers they were able to refine it to cause more distinction. As their sociability grew and formed the product of different tribes, the Orcish language began to interestingly vary among each group, though mainly in tone and phrases instead of an entirely new alphabet. Orcish was never considered to be spoken by those of the highest intelligence, stereotyped as an &#039;all brawn no brains&#039; language due to its lack of charm. However, this has been challenged as Orcs began to transition their language into writing, although traditionally it is not particularly written very often, and inscribing instead of speaking is not a popular saying. Tribes have been known really only use it to record important information.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
As is obvious, Orcish is one of the most roughly spoken languages out there. The thick tongues and tusks of Orcs impede on their ability to speak smoothly. Each word is emitted jaggedly, with breaks between each one said to be almost harsher than the actual words. It is very difficult for Orcs to lower their volume because of their large vocals, and only non-native speakers are usually able to do this with the language. People usually classify Orcish as sounding more like grunts or throaty grumbles and is usually easy to recognize when it is spoken by a native speaker. A large part of the sounds also come from the use of their teeth and tusks. By grinding them together or making some sort of subtle noise with them can make an apparent change in wording.&lt;br /&gt;
&lt;br /&gt;
The written language of Orcish is usually not displayed in long sentences, but only a few words at a time, and misses a lot of common grammar structure. This is purely so the writing somewhat represents how the language would actually be spoken: With small volume changes and abruptly sounded words. Letters instead of symbols are used for Orcish, though some have little variation, and it is apparent that the lines are written thicker or thinner depending on the difference of tone it is spoken in.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Mok&#039;Rah! (Hello!)&lt;br /&gt;
*Nagrand. (You&#039;re welcome.)&lt;br /&gt;
*Aka&#039;Magosh. (Thank you.)&lt;br /&gt;
*Bin mog g&#039;thazag cha? (How are you?)&lt;br /&gt;
*Lak&#039;tuk. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Sumili&amp;diff=1563</id>
		<title>Sumili</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Sumili&amp;diff=1563"/>
		<updated>2023-09-03T00:05:37Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  As the mighty Leonin took to the sands of the continent, with them came the mighty roars, and soon the growls of a developing language for the humanoid beasts to communicate with each other. These guttural noises came relatively naturally to the Leonin, which at first was used as basic signals between small tribes. Eventually, it would develop as more prides began to reign in the scorching desert, and with their intriguing intelligence despite bein...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin==&lt;br /&gt;
&lt;br /&gt;
As the mighty [[Leonin|Leonin]] took to the sands of the continent, with them came the mighty roars, and soon the growls of a developing language for the humanoid beasts to communicate with each other. These guttural noises came relatively naturally to the Leonin, which at first was used as basic signals between small tribes. Eventually, it would develop as more prides began to reign in the scorching desert, and with their intriguing intelligence despite being animalistic, unique words that could be spoken by their tongue became intermixed with their simplistic noises. It is believed they may have picked up these word-like pronunciations from run-ins with humans in the Desert, though that is unclear.&lt;br /&gt;
&lt;br /&gt;
Ultimately these lionmen would shape their language to be able to be translated into symbols that were at first only used sacredly during rituals or at times of worship. Over time it became more ubiquitous among the Leonin, although it is rarely used in conversation, especially since other races still have such a disconnected understanding of it.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The tones of Leonin are very difficult to grasp by those who have not been born speaking the Sumili language. In fact, the general features of a lion, such as a larger neck and mouth, affect how they pronounce words. It is what allows them to speak their terminology more clearly than any other race. It generally is made up of very rasping tones naturally spoken in the back of the throat to create these growl-like noises. Raising voices does not change into a higher pitched frequency unlike most languages, but almost seems to lower in a roaring emphasis. Thus it can be rather harsh on those with more sensitive ears. Sumili is not spoken with a strict alphabetical vocabulary either, as the fluctuating intensity of voice is essential to direct this style of speech.&lt;br /&gt;
&lt;br /&gt;
The written language of Sumili is not understood by many people, and only a few Leonin themselves. It is mainly made up of symbols comparable to pictographs, which take on the form of shapes to represent different objects and their descriptions.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Ahlan! (Hello!)&lt;br /&gt;
*Il afwan ei. (You&#039;re welcome.)&lt;br /&gt;
*Shukran. (Thank you.)&lt;br /&gt;
*Izayyuku? (How are you?)&lt;br /&gt;
*Assif. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Dwarven&amp;diff=1562</id>
		<title>Dwarven</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Dwarven&amp;diff=1562"/>
		<updated>2023-09-03T00:02:52Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Once, in a far bygone age the first dwarves, in all their pride and ambition, challenged the god Vassas when he came before them to warn against their arrogance. As punishment, they were not erased from existence, but rather the god of time wiped away all traces of their creations and knowledge, including that of any spoken and written language. Cast out of the domain of their patron, the dwarves were left to live in the realm of men, n...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin==&lt;br /&gt;
&lt;br /&gt;
Once, in a far bygone age the first [[Dwarves|dwarves]], in all their pride and ambition, challenged the god [[Vassas|Vassas]] when he came before them to warn against their arrogance. As punishment, they were not erased from existence, but rather the god of time wiped away all traces of their creations and knowledge, including that of any spoken and written language. Cast out of the domain of their patron, the dwarves were left to live in the realm of men, now as mortals themselves.&lt;br /&gt;
&lt;br /&gt;
Several hundred years passed before this race started to use a common tongue among all the different clans and offshoots. It was when Helmic Runemace, the first of the great dwarven kings started a war to unite the dwarvish clans under him, that this language came about. Because of the need for unity and ease of communication among his people, Runemace decreed that the language of his clan was to become the common tongue and developed a system of writing within his kingdom.&lt;br /&gt;
&lt;br /&gt;
Dwarvish changed somewhat as time passed, influenced by the speech of other clans as their kings ruled, along with dialects forming among different regions.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Dwarvish is spoken as a guttural language, the native speaker naturally uses the hard pronunciation of the characters over the soft and rolling their letters. However, within the speech, there is actually a flowing beauty behind it due to the number usage of verbs, which keeps the conversation unbroken.&lt;br /&gt;
&lt;br /&gt;
Those speaking dwarvish will often gesture when doing so in order to supplement their conversations, pointing or gesturing to things they’re talking about. This is a habit that developed underground in the mines and forges as a way to both conserve oxygen in the small tunnels that they construct and keep communication between one another in the uproar of a forge.&lt;br /&gt;
&lt;br /&gt;
The dwarves use their own set of runes for writing letters and numbers, rather than sharing the one used for common. Bearing a normally basic appearance of a set of angular and curved runes, they are often accentuated by both smiths and scholars when inscribed on their works.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Ni Miverkeh Tekah. (Hello. | I greet you.)&lt;br /&gt;
*Ett Muzemim. (You&#039;re welcome. | You are welcome.)&lt;br /&gt;
*Et Temic. (Thank you.)&lt;br /&gt;
*Et Somka? (How are you?)&lt;br /&gt;
*Eni Hitenliut. (Sorry. | My apologies.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Draconic&amp;diff=1561</id>
		<title>Draconic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Draconic&amp;diff=1561"/>
		<updated>2023-09-03T00:02:26Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Draconic has been thought to be a language of the Dragons from long ago- however, is most verbally spoken by their Draxgar relatives. Before, in fact, decades ago was this terminology passed down to the Draxgar by the legendary, sentient Dragons. An enormous gift that could be given down to a similar race. At first, they used this to communicate with their predecessors, although turned into a main language for the best people to mingle with each o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin==&lt;br /&gt;
&lt;br /&gt;
Draconic has been thought to be a language of the Dragons from long ago- however, is most verbally spoken by their [[Draxgar|Draxgar]] relatives. Before, in fact, decades ago was this terminology passed down to the Draxgar by the legendary, sentient Dragons. An enormous gift that could be given down to a similar race. At first, they used this to communicate with their predecessors, although turned into a main language for the best people to mingle with each other.&lt;br /&gt;
&lt;br /&gt;
Draconic was largely introduced both verbally and especially in written form. It was particularly essential for the Draxgar to translate the language onto surfaces, wanting to preserve it for the ages. It was seen as being in its pure form when not spoken but instead displayed on paper or other materials where it could be transferred. In its earlier time, it was specially composed of a few Dragons who had the ability to read, although now it is unfortunately difficult for this dialect to be registered by the feral winged beasts.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
While Draconic is spoken in a bit of a gruff tone, the language has been thought to be very mysterious yet beautiful when spoken. Because of its relatively similar tonality to human languages, Draxgar can deliver this in an exceptional amount of different vocals. Notably, however, while speaking in sentences, there are pauses between every couple of words. It is not elongated, but the manner in which it is spoken seems like the end letter is said in haste to enunciate a harsh pause. It is usually challenging for a non-native speaker to perfect this subtle speech pattern.&lt;br /&gt;
&lt;br /&gt;
When watching Draxgar write Draconic, is seen that their writing is loosely written, almost aimlessly. Considered sensible lettering in its own exclusive alphabet, the style of the script includes many dashes and lines, along with dots depending on the sign. Conveniently by using their claw-like nails, a Draxgar still commonly writes by etching Draconic into material if a utensil is unavailable.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Ahnok! (Hello!)&lt;br /&gt;
*Grind valokein. (You&#039;re welcome.)&lt;br /&gt;
*Nox hi. (Thank you.)&lt;br /&gt;
*Lok paaz? (How are you?)&lt;br /&gt;
*Krosis. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Aquatic&amp;diff=1560</id>
		<title>Aquatic</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Aquatic&amp;diff=1560"/>
		<updated>2023-09-03T00:01:16Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Aquatic has so far been thought of to be the most odd language considering where it had been derived from. Sacredly spoken by the Syrien which delve freely into waters, this can scarcely be heard anywhere else besides in the oceans. Sailors dread to hear the similar sounds the language creates near their boats, and even other sea creatures can recognize it well enough. People have hardly registered what is actually spoken in Aquatic, and will alway...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin==&lt;br /&gt;
&lt;br /&gt;
Aquatic has so far been thought of to be the most odd language considering where it had been derived from. Sacredly spoken by the [[Syrien|Syrien]] which delve freely into waters, this can scarcely be heard anywhere else besides in the oceans. Sailors dread to hear the similar sounds the language creates near their boats, and even other sea creatures can recognize it well enough. People have hardly registered what is actually spoken in Aquatic, and will always have that sort of divide between land and water.&lt;br /&gt;
&lt;br /&gt;
Aquatic came about purely from Syrien, which was happening to be an intelligent race with the ability to create its own language. They were not influenced by other languages only spoken on land, but actually taken from the inhabitants of the ocean themselves. They observed the &#039;conversational&#039; mannerisms of other aquatic animals in order to try and speak with each other. Syrien had the proper vocals which many other creatures did not have the possession of, and though gestures were frequented in order to converse, gradually comprehensible noises that only they could understand took shape.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Aquatic is considered to be a very exotic language, as well as one which cannot be spoken in the air at all, in fact. Many noises are shrilly in the throat and require strong vocals that can tighten and loosen with ease in order to achieve proper pronunciation. While some of it is only spoken in this way, some words do have to include the &#039;bubbles&#039; which can only be created underwater by the air passages in their gills. By changing the different turbulence in which their gills create in the water, not only are different words spoken but they can also change the tone or emotion of the language.&lt;br /&gt;
&lt;br /&gt;
The scripture of Aquatic is actually very similar to that of Elven, which is usually found written on stones rather than on parchment. The lettering does vary slightly so it cannot be completely understood by Elves, but includes the sort of elegant way it is composed in.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
Due to Aquatic only being able to be spoken underwater, their pronunciation does not match up with their lettering like it would if it could be spoken on land. Recording how words are actually said in this language is pretty much impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Alishi&amp;diff=1559</id>
		<title>Alishi</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Alishi&amp;diff=1559"/>
		<updated>2023-09-03T00:00:25Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
After a great migration a Pride of [[Leonin|Leonin]] appeared speaking a strange tongue they called Alishi. Over time as this tribe settled into the new world they now called home, trading and dealing with other prides the foreign tongue would begin to shift with their surroundings, creating Alishi as we know today.&lt;br /&gt;
&lt;br /&gt;
While the origin of the tongue remains steeped in mystery, due to a few similarities between Alishi and Sulimi, many scholars of the world have come to the conclusion that the language is simply an evaluation of the tongue due to the isolationist past of the pride that speaks it.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The sound of &#039;Alishi&#039; is rather urgent, as though every word was to be said quickly and with a slight edge of roughness to it, containing grunts and clicks to pronounce certain words. While it can be spoken by other races, it is notably hard and rather alien to those who haven’t spoken the tongue from a young age.&lt;br /&gt;
&lt;br /&gt;
Unlike Sulimi, Alishi has a written form instead of the use of pictographs. However, it is uncommon for anyone but a shaman and leadership of an Alishi-speaking pride to know how to write it. It is often seen scribed on cave walls with paint to record important stories or carved onto weapons. Due to this, the runes of Alishi are running in large and easily flowing connecting runes.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Namas’tespha! (Hello!)&lt;br /&gt;
*Welinkile. (You&#039;re welcome.)&lt;br /&gt;
*Mahaloi. (Thank you.)&lt;br /&gt;
*Wiun gajuo sahan? (How are you? [Female Target]) / Wiun gajuo rahan? (How are you? [Male Target])&lt;br /&gt;
*Kalisamai. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Aestatian_(Language)&amp;diff=1558</id>
		<title>Aestatian (Language)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Aestatian_(Language)&amp;diff=1558"/>
		<updated>2023-09-02T23:59:56Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;For the Aestatian race, click here.  ==Origin==  Aestatian was known as the &amp;#039;sea-faring&amp;#039; name in the beginning, once spoken by Aestatian pirates long before their long and ruthless empiric reign, and usually still spoken by them in current days despite their dwindling numbers. It was once said there were small variations of this language among sailors from their former land, although upon the first unionization of all groups in Aestatia this language inevit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Aestatian race, click [[Aestatian|here]].&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
Aestatian was known as the &#039;sea-faring&#039; name in the beginning, once spoken by Aestatian pirates long before their long and ruthless empiric reign, and usually still spoken by them in current days despite their dwindling numbers. It was once said there were small variations of this language among sailors from their former land, although upon the first unionization of all groups in Aestatia this language inevitably became the main spoken one so all of the same race would clearly understand each other. Many others associated the language with their grand navy which spurred into quick development as their Empire began to be built on its first foundations.&lt;br /&gt;
&lt;br /&gt;
This language made minor changes as technological development initiated its written creation. Once known as sailor talk was now becoming a language associated with the fast building of an Empire. Former emperors spoke it and was a formal language among the senate, military, and civilians. It was avidly written by scholars to create the rules of law and order. Yet unfortunately, as the Aetatians lost their populace on Aversia, their language once revered as being powerful faded along with those who returned back to their native land.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Aestatian has always been spoken as a strong and proud language. Considered to have a powerful and dominant way it was portrayed, no native speaker could match such an impressive tone if they were to learn it. Not only this, but the pronunciation is especially unique and barely sounds similar to any other language in Aversia. Syllables range greatly from long sounds to short ones and did not include some letters or sounds that were obvious in other languages. &#039;R&#039;s were either spoken with a tap, or a roll of the tongue, as only the smallest changes in a syllable could alter the whole meaning. The general tone holds a very smooth yet heavy sort of way of speaking.&lt;br /&gt;
&lt;br /&gt;
The writing of Aestatian is typically written in an interestingly precise structure, almost poetically so due to the variations of long or shortly spoken letters which were pointed out using accents over the symbols. However, several characters are totally left out of the script. It doesn&#039;t include the letters &#039;w&#039;, &#039;k&#039;, &#039;j&#039;, &#039;g&#039;, or &#039;u&#039; in their alphabet. Instead, scribes used versions of double v&#039;s and u&#039;s, which are pronounced like that of a &#039;w&#039; spoken in a breathy manner. Whereas a single &#039;v&#039; would be said as a &#039;u&#039;.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Salve! (Hello!)&lt;br /&gt;
*Tv nimivm crata. (You&#039;re welcome.)&lt;br /&gt;
*Cratvm habeo. (Thank you.)&lt;br /&gt;
*Qvid acis? (How are you?)&lt;br /&gt;
*Nos paenitet. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Alishi&amp;diff=1557</id>
		<title>Alishi</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Alishi&amp;diff=1557"/>
		<updated>2023-09-02T23:59:33Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;&amp;lt;div style=&amp;quot;text-align:center;color:darkred;&amp;quot;&amp;gt; Because Alishi is exclusive to the Luk&amp;#039;mali, anyone who wishes to have a character with a backstory knowledge of this language must get approval from the head of Luk&amp;#039;mali. &amp;lt;/div&amp;gt;  ==Origin==  After a great migration a Pride of Leonin appeared speaking a strange tongue they called Alishi. Over time as this tribe settled into the new world they now called home, trading and dealing with other prides the foreign tongu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:center;color:darkred;&amp;quot;&amp;gt;&lt;br /&gt;
Because Alishi is exclusive to the Luk&#039;mali, anyone who wishes to have a character with a backstory knowledge of this language must get approval from the head of Luk&#039;mali.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
After a great migration a Pride of [[Leonin|Leonin]] appeared speaking a strange tongue they called Alishi. Over time as this tribe settled into the new world they now called home, trading and dealing with other prides the foreign tongue would begin to shift with their surroundings, creating Alishi as we know today.&lt;br /&gt;
&lt;br /&gt;
While the origin of the tongue remains steeped in mystery, due to a few similarities between Alishi and Sulimi, many scholars of the world have come to the conclusion that the language is simply an evaluation of the tongue due to the isolationist past of the pride that speaks it.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The sound of &#039;Alishi&#039; is rather urgent, as though every word was to be said quickly and with a slight edge of roughness to it, containing grunts and clicks to pronounce certain words. While it can be spoken by other races, it is notably hard and rather alien to those who haven’t spoken the tongue from a young age.&lt;br /&gt;
&lt;br /&gt;
Unlike Sulimi, Alishi has a written form instead of the use of pictographs. However, it is uncommon for anyone but a shaman and leadership of an Alishi-speaking pride to know how to write it. It is often seen scribed on cave walls with paint to record important stories or carved onto weapons. Due to this, the runes of Alishi are running in large and easily flowing connecting runes.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Namas’tespha! (Hello!)&lt;br /&gt;
*Welinkile. (You&#039;re welcome.)&lt;br /&gt;
*Mahaloi. (Thank you.)&lt;br /&gt;
*Wiun gajuo sahan? (How are you? [Female Target]) / Wiun gajuo rahan? (How are you? [Male Target])&lt;br /&gt;
*Kalisamai. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Aervani&amp;diff=1555</id>
		<title>Aervani</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Aervani&amp;diff=1555"/>
		<updated>2023-09-02T23:57:42Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;For the Aervan race, click here.  ==Origin==  The language of the Aervan is something that is avidly written more than spoken by the bird people. Referring to This dialect as Aervani, which is spoken within the skies more than anything. This beast, unsurprisingly, took after the sounds of other avian throughout the land in their earliest time of traversing Aversia. Having a mind that adjusted automatically to the interests of research, relaying such by spoken...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Aervan race, click [[Aervans|here]].&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
The language of the Aervan is something that is avidly written more than spoken by the bird people. Referring to This dialect as Aervani, which is spoken within the skies more than anything. This beast, unsurprisingly, took after the sounds of other avian throughout the land in their earliest time of traversing Aversia. Having a mind that adjusted automatically to the interests of research, relaying such by spoken words was easy to forget. To fill this gap, the Aervan developed a written language, contrived from their rather poor appendage grip. This was quickly taken up by the race, who now learned the concept of recording in written form. Their advancement in writing material especially changed at this time, transitioning from crude leaves to actual paper. These documents are specially kept in scrolls nowadays. To them, verbally speaking Aervani is only a way to ignite discussion between themselves, but the written side of the language is used even more so.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The tone of Aervani, unlike the other beast races, is much higher in tone. Their language trills are often like that of a normal bird, though they have the ability to adjust to many different sounds for a unique, intricate dialect of their own. Learning the way to speak Aervani can be very hard on the vocals, as their voices are notably more shrill. Sounding out some syllables, such as &#039;Ch&#039;, is sometimes a challenge for the Aervan, as a beak doesn&#039;t exactly aid in the pronunciation. Therefore Aervani does not often include it.&lt;br /&gt;
&lt;br /&gt;
The written language of Aervani, however, is much more interesting than their bird-like speech. To match their generally poor grip ability, their signs take on the style of chicken scratch, prohibiting any sort of challenge they would otherwise have to print lettering. It is characterized with thin lines that are marked in different directions to represent each letter. What is most notable when they write is that their words travel from the bottom of the page to the top to create vertical rows, although still written from left to right.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Kuzo zangpo! (Hello!)&lt;br /&gt;
*Jembalaekso. (You&#039;re welcome.)&lt;br /&gt;
*Kaadinhey la. (Thank you.)&lt;br /&gt;
*Ga day bay zhu yoe ga? (How are you?)&lt;br /&gt;
*Tsip maza. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Valois_(Language)&amp;diff=1554</id>
		<title>Valois (Language)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Valois_(Language)&amp;diff=1554"/>
		<updated>2023-09-02T23:57:14Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;For the Valois race, click here.  ==Origin==  The Valois language is a rather easy-to-learn language, following a rather strict set of grammar rules that rarely deviate from its given form. The Valois tongue is said to perhaps be the most beautiful or suave of tongues, known for its charm and other properties. The language began as an estrangement of Aestatians who migrated from the East, their words over time becoming more vulgar and mixing with...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Valois race, click [[Valois|here]].&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
The Valois language is a rather easy-to-learn language, following a rather strict set of grammar rules that rarely deviate from its given form. The Valois tongue is said to perhaps be the most beautiful or suave of tongues, known for its charm and other properties. The language began as an estrangement of [[Aestatian|Aestatians]] who migrated from the East, their words over time becoming more vulgar and mixing with various other tongues of the land. Valois happened to be one of the tongues which was formed alongside common, the two sharing many cognates making it easy for those who speak Valois to speak Common or vice versa, given enough vocal training. The early Valois remained secluded from their Aestatian predecessors during this time, thus causing the estrangement of the language that is seen within Aversia today.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Valois tongue is dissimilar to other Aestatian-rooted tongues, containing some of its own unique features which it borrowed or altered from others. The language itself is easily written in comparison to most, not having pictographs or anything of that sort. In fact, most of the Valois alphabet is shared with that of Common and Aestatian, merely having a few accents added to help with the exact pronunciation of words, such as a tilde over the n, or a breve over an a. With these clarifications, much of Valois is pronounced exactly how it is spelled, allowing scholars to more easily transcribe the language.&lt;br /&gt;
&lt;br /&gt;
The pronunciation of Valois can be taxing for those learning to speak it initially, however. The rolling of &#039;r&#039;s and the various emphasis and pitch changes that are common in the language are difficult for people to master. A by-product of being a language of foreigners, it was secluded in various pockets for great amounts of time, littering the land with various dialects of the tongue. Though they are often discernible enough that one can understand one another, it is common that some slang or word choices might confuse other Valois speakers or readers.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Olá! (Hello!)&lt;br /&gt;
*Não há de quê. (You&#039;re welcome.)&lt;br /&gt;
*Obrigado. (Thank you.)&lt;br /&gt;
*Como vai? (How are you?)&lt;br /&gt;
*Desculpe. (Sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Heilig&amp;diff=1553</id>
		<title>Heilig</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Heilig&amp;diff=1553"/>
		<updated>2023-09-02T23:56:54Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Once associated with being the strong language of a militaristic Empire, the Heilig language has mainly been the language of traders within Bannesiel as of the present day. Though Avaltans have usually been known to be living within the Northern reaches of Aversia, they are also quite prevalent living among the cragged gray rocks of this southern continent and are the ones that mainly carry along the language. In the past, it had bee...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Origin==&lt;br /&gt;
&lt;br /&gt;
Once associated with being the strong language of a militaristic Empire, the Heilig language has mainly been the language of traders within [[Bannesiel|Bannesiel]] as of the present day. Though [[Avaltan|Avaltans]] have usually been known to be living within the Northern reaches of Aversia, they are also quite prevalent living among the cragged gray rocks of this southern continent and are the ones that mainly carry along the language. In the past, it had been considered to be a strong language of the military, spoken only amongst constituents and the line of a family. As the reign of that power began to die down, however, it has only been ruthlessly spoken by the people in harsh southern lands. Traders inevitably spread the language the most so other places are able to freely converse with the people, but rarely does it end up reaching the larger cities of the mainland.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Heilig language barely matches the gruff tone of [[Avaltan|Avaltan]], despite it mostly being spoken by that race. While it is known to have some sort of soft charm to it, some people have been known to almost cower from the booming volume it can be lifted into. Pronounced with a heavy tongue, it hasn&#039;t proven to be especially difficult when learning it. A differentiating trait is that &#039;w&#039; is sometimes spoken as a &#039;v&#039;, and notably some speakers have varying styles of pronouncing words. Some may prefer to keep ending letters more open instead of harsh, while others can articulate the pronunciation to get a point across more thoroughly.&lt;br /&gt;
&lt;br /&gt;
Heilig is written similarly to most other dialects, not including pictographs like other tribal languages. A common thing to see among its writing is the umlaut, which is sometimes marked over the a, o, and u. These are used to indicate different vowel qualities, showing how round or short they articulate the letter. A very unique character not found in other languages is pronounced as if s and z have been put together. This is called the esvett, and funnily mistaken to look like a B on many occasions.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Guten tag! (Hello!)&lt;br /&gt;
*Bitte schön. (You&#039;re welcome.)&lt;br /&gt;
*Danke. (Thank you.)&lt;br /&gt;
*Wie ghet&#039;s? (How are you?)&lt;br /&gt;
*Es tut mir leid. (I&#039;m sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Hanese_(Language)&amp;diff=1548</id>
		<title>Hanese (Language)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Hanese_(Language)&amp;diff=1548"/>
		<updated>2023-09-02T23:55:33Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
For the Hanese race, click [[Hanese|here]]&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
The ancient Hanese language, called &amp;quot;Hanja&amp;quot; by the natives, originates from Honji, specifically from the Hanese scholars of Jalok. Most widely used in the islands of Honji, it serves as the native tongue to the vast majority of the Hanese people, though many choose to pick up common as their second language. After the Seglyo had been secured eons ago, the Hanese began flourishing quickly. A grand city was constructed upon the meteor, and the people’s lives became peaceful once more. Spoken language had developed ever since the Cheoms roamed the lands, but the scholars came to realize that they required a way to record their knowledge as their studies broadened and further unify the people so that their work would be passed down safely generation after generation.&lt;br /&gt;
&lt;br /&gt;
Sae-jun, a reputable scholar who worked for the leadership, quickly came to notice this concern and forged a written language for their people with the help of several other scholars. Eventually, these characters spread wide and far across the continent, and were taught to nearly all of the Hanese of the empire. Because of the Honji’s geography, the Hanese began to form varying types of dialects, each distinct to its own island. Their accents have become so different from each other’s that a Hanese can tell approximately where in Honji a fellow Hanese is from solely by listening to their speech.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Hanese is arguably one of the most unique and exotic languages existing on Aethius. Unlike almost any other language, Hanese uses characters instead of alphabets, with each one having their own meaning and pronunciation. Because of this, Hanese is also considered one of the hardest languages to write; there are more than 80,000 characters known to exist, though only about four thousand are used daily. They have been said to derived from the objects that are related to their meaning; however, because they have been standardized, simplified, and styled to make them easier to write, it is usually quite vague, especially to foreigners learning the language for the first time. Spoken language also sounds fairly different from most western languages, often described as sounding blocky, yet melodic. Each character, when pronounced, has their own syllable, which makes it sound clearer. Thus, it is much easier to learn how to speak Hanese rather than write it.&lt;br /&gt;
&lt;br /&gt;
Because the Hanese have a long-lived culture of respecting their elders, there are two different ways to end a sentence. Using formal speech displays the speaker’s respect to the other person, while informal speech indicates intimacy between the people conversing. However, it is considered extremely rude to address an elder informally, unless the elder is part of a close family member. The nobility and royalty, however, are an exemption to this rule, for they must be addressed formally at all times regardless of what age they are: even among themselves.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Hello!&lt;br /&gt;
**Informal: Anneong!&lt;br /&gt;
**Formal: Anneonghaseyo!&lt;br /&gt;
*Goodbye.&lt;br /&gt;
**Informal: Anneong.&lt;br /&gt;
**Formal:&lt;br /&gt;
***Anneonghi gaseyo. (when the other person is the one leaving)&lt;br /&gt;
***Anneonghi geseyo. (when the other person is the one staying)&lt;br /&gt;
*Thank you.&lt;br /&gt;
**Informal: Gomawo.&lt;br /&gt;
**Formal:&lt;br /&gt;
***Gomawoyo.&lt;br /&gt;
***Gamsahamnida.&lt;br /&gt;
*How are you today?&lt;br /&gt;
**Informal: Ohneul eoddae?&lt;br /&gt;
**Formal: Ohneul eoddaeyo?&lt;br /&gt;
*Sorry.&lt;br /&gt;
**Informal: Mi-an hae.&lt;br /&gt;
**Formal:&lt;br /&gt;
***Mi-an haeyo.&lt;br /&gt;
***Juesong haeyo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Hanese_(Language)&amp;diff=1546</id>
		<title>Hanese (Language)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Hanese_(Language)&amp;diff=1546"/>
		<updated>2023-09-02T23:52:37Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;center  For the Hanese race, click here  ==Origin==  The ancient Hanese language, called &amp;quot;Hanja&amp;quot; by the natives, originates from Honji, specifically from the Hanese scholars of Jalok. Most widely used in the islands of Honji, it serves as the native tongue to the vast majority of the Hanese people, though many choose to pick up common as their second language. After the Seglyo had been secured eons ago, the Hanese began flourishing quic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HaneseLang.png|center]]&lt;br /&gt;
&lt;br /&gt;
For the Hanese race, click [[Hanese|here]]&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
The ancient Hanese language, called &amp;quot;Hanja&amp;quot; by the natives, originates from Honji, specifically from the Hanese scholars of Jalok. Most widely used in the islands of Honji, it serves as the native tongue to the vast majority of the Hanese people, though many choose to pick up common as their second language. After the Seglyo had been secured eons ago, the Hanese began flourishing quickly. A grand city was constructed upon the meteor, and the people’s lives became peaceful once more. Spoken language had developed ever since the Cheoms roamed the lands, but the scholars came to realize that they required a way to record their knowledge as their studies broadened and further unify the people so that their work would be passed down safely generation after generation.&lt;br /&gt;
&lt;br /&gt;
Sae-jun, a reputable scholar who worked for the leadership, quickly came to notice this concern and forged a written language for their people with the help of several other scholars. Eventually, these characters spread wide and far across the continent, and were taught to nearly all of the Hanese of the empire. Because of the Honji’s geography, the Hanese began to form varying types of dialects, each distinct to its own island. Their accents have become so different from each other’s that a Hanese can tell approximately where in Honji a fellow Hanese is from solely by listening to their speech.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Hanese is arguably one of the most unique and exotic languages existing on Aethius. Unlike almost any other language, Hanese uses characters instead of alphabets, with each one having their own meaning and pronunciation. Because of this, Hanese is also considered one of the hardest languages to write; there are more than 80,000 characters known to exist, though only about four thousand are used daily. They have been said to derived from the objects that are related to their meaning; however, because they have been standardized, simplified, and styled to make them easier to write, it is usually quite vague, especially to foreigners learning the language for the first time. Spoken language also sounds fairly different from most western languages, often described as sounding blocky, yet melodic. Each character, when pronounced, has their own syllable, which makes it sound clearer. Thus, it is much easier to learn how to speak Hanese rather than write it.&lt;br /&gt;
&lt;br /&gt;
Because the Hanese have a long-lived culture of respecting their elders, there are two different ways to end a sentence. Using formal speech displays the speaker’s respect to the other person, while informal speech indicates intimacy between the people conversing. However, it is considered extremely rude to address an elder informally, unless the elder is part of a close family member. The nobility and royalty, however, are an exemption to this rule, for they must be addressed formally at all times regardless of what age they are: even among themselves.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Hello!&lt;br /&gt;
**Informal: Anneong!&lt;br /&gt;
**Formal: Anneonghaseyo!&lt;br /&gt;
*Goodbye.&lt;br /&gt;
**Informal: Anneong.&lt;br /&gt;
**Formal:&lt;br /&gt;
***Anneonghi gaseyo. (when the other person is the one leaving)&lt;br /&gt;
***Anneonghi geseyo. (when the other person is the one staying)&lt;br /&gt;
*Thank you.&lt;br /&gt;
**Informal: Gomawo.&lt;br /&gt;
**Formal:&lt;br /&gt;
***Gomawoyo.&lt;br /&gt;
***Gamsahamnida.&lt;br /&gt;
*How are you today?&lt;br /&gt;
**Informal: Ohneul eoddae?&lt;br /&gt;
**Formal: Ohneul eoddaeyo?&lt;br /&gt;
*Sorry.&lt;br /&gt;
**Informal: Mi-an hae.&lt;br /&gt;
**Formal:&lt;br /&gt;
***Mi-an haeyo.&lt;br /&gt;
***Juesong haeyo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Avaltan_(Language)&amp;diff=1545</id>
		<title>Avaltan (Language)</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Avaltan_(Language)&amp;diff=1545"/>
		<updated>2023-09-02T23:52:11Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;For the Avaltan race, click here.  ==Origin==  The Avaltan dialect has, of course, originated from the human race of Avaltans. The language was first formed by the Hrim Giants before the arrival of these northern people, displayed as runes yet were not spoken at the time. When Avaltans took to populating the north land, the language was naturally inherited, yet as generations continued it was clear these people had a more natural ability to speak that of what...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the Avaltan race, click [[Avaltan|here]].&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&lt;br /&gt;
The Avaltan dialect has, of course, originated from the human race of Avaltans. The language was first formed by the Hrim Giants before the arrival of these northern people, displayed as runes yet were not spoken at the time. When Avaltans took to populating the north land, the language was naturally inherited, yet as generations continued it was clear these people had a more natural ability to speak that of what was written. Therefore altering this language moderately as it aged to abide to a more understandable written and spoken terminology. Presently it is mostly on the tongue of tribal Avaltans, and sometimes on old ruins that the race has left behind.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
The Avaltan accent is a more roughly spoken language, known for having a deep undertone that cannot reach so easily into higher tones. Nonnative speakers can usually be pointed out when using this dialect, as the usually constant gruff tone is difficult to maintain where a voice may mistakenly heighten that is otherwise unsound to Avaltan ears. An easily depicted motion of the tongue is the occasion roll of the &#039;R&#039; when pronouncing certain words. As well as the syllable &#039;O&#039;, which is spoken more in the back of the throat to create a heavier resonance.&lt;br /&gt;
&lt;br /&gt;
The runic alphabet of Avaltan is not so commonly written by those who speak it. In fact, it is rarely taken to paper, but instead stonework, where the people can etch in the script using a chisel. Because of this, tablets that have been written upon can date back many years, sharing the history of ancient Avaltan tribes long ago.&lt;br /&gt;
&lt;br /&gt;
==Basic Phrases==&lt;br /&gt;
&lt;br /&gt;
*Sæl! (Hello!)&lt;br /&gt;
*Ekkert ao thahka. (You&#039;re welcome.)&lt;br /&gt;
*Thahka fyrir. (Thank you.)&lt;br /&gt;
*Hvat segir thu? (How are you?)&lt;br /&gt;
*Fyrirgef mik. (I&#039;m sorry.)&lt;br /&gt;
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[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Elven&amp;diff=1544</id>
		<title>Elven</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Elven&amp;diff=1544"/>
		<updated>2023-09-02T23:51:35Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Being that the Elves are the successors to the Fey, Elven is a language that has much in common with Fey. These similarities are most notable in the fluidity and elegance of pronunciation and are also present in the overall curvaceous and flowy scriptures of the language. Elven can be considered a more simplistic version of Fey, lacking the extensive vocabulary and intricacies of the latter language.  Long ago the Elves presumably spoke and wrote a variation...&amp;quot;&lt;/p&gt;
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&lt;div&gt;==Origin==&lt;br /&gt;
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Being that the Elves are the successors to the Fey, Elven is a language that has much in common with Fey. These similarities are most notable in the fluidity and elegance of pronunciation and are also present in the overall curvaceous and flowy scriptures of the language. Elven can be considered a more simplistic version of Fey, lacking the extensive vocabulary and intricacies of the latter language.&lt;br /&gt;
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Long ago the Elves presumably spoke and wrote a variation of Fey, but over time Elven succumbed to the influence of languages such as Common. This resulted in a language more easily understood and spoken by non-Elves to eliminate communication barriers and promote discussion for the trade of goods and travel throughout lands of other races.&lt;br /&gt;
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The present-day Elven language still retains the proper and graceful intonation during the speech, but it has lost the unique attributes and complexities that brought it closer to Fey. Although the spoken word of Elven has diverged far from its origins as a Fey variation, the written language is still very similar in terms of style and attractiveness. The primary differences between written Elven and Fey lay in the specific placement and direction of curves, lines, and dots.&lt;br /&gt;
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==Description==&lt;br /&gt;
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Elven is among the most attractive commonplace languages spoken throughout the lands. The language contains many sounds akin to vowels combined with soft consonants, resulting in the pronunciation considered by so many to be beautiful and proper-sounding. The written form of the Elven language is no less beautiful but can be considered complex due to the preciseness required in reading and writing to appropriately differentiate the symbols of the alphabet.&lt;br /&gt;
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==Basic Phrases==&lt;br /&gt;
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*Kunahmah! (Hello!)&lt;br /&gt;
*Tae meela. (You’re welcome.)&lt;br /&gt;
*Mala tae. (Thank you.)&lt;br /&gt;
*Konai al tae? (How are you?)&lt;br /&gt;
*Namahray. (Sorry.)&lt;br /&gt;
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[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Common&amp;diff=1542</id>
		<title>Common</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Common&amp;diff=1542"/>
		<updated>2023-09-02T23:50:44Z</updated>

		<summary type="html">&lt;p&gt;UmbraNight: Created page with &amp;quot;==Origin==  Common is the most astoundingly universal language understood by nearly every single race in Aversia. And is, surprisingly, one of the most newly spoken ones. The native written and spoken languages of the many other races that inhabit Aethius were created as far back as their own upbringing, or the formation of civilization. Common is one of the only languages where this was not the case, being created even after empires started to be built. This leaves many...&amp;quot;&lt;/p&gt;
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&lt;div&gt;==Origin==&lt;br /&gt;
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Common is the most astoundingly universal language understood by nearly every single race in Aversia. And is, surprisingly, one of the most newly spoken ones. The native written and spoken languages of the many other races that inhabit Aethius were created as far back as their own upbringing, or the formation of civilization. Common is one of the only languages where this was not the case, being created even after empires started to be built. This leaves many wondering how Common had become the first language of many, and especially how it spread so rapidly.&lt;br /&gt;
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As individuals formed tribes, and tribes began turning in civilizations, the many developing races started to become aware of the multiple other cultures forming around them too. All not sharing in a similar language. This made trading and agreement extremely difficult in the first stages of society growth, as finding translators was complicated and sparse. Scribes from all parts of Aversia finally managed to organize an arrangement to solve this blocking problem. The outcome- a common language all would learn to harmonize together. This language was, of course, called Common so all would never forget the intention of its creation.&lt;br /&gt;
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Common was spread by spoken and written language so people would evenly learn both. While it did take awhile to catch on for the many races, once it had the language spread like wildfire. Children started to be taught Common over their native tongue, as it was understood by a much larger population than their traditional one. It had, however, created a gap between the nobles and the peasantry. Nobles were able to be finely taught in more than one language, and so usually always knew their native tongue above Common. The poor, on the other hand, could easily grow up knowing the most well known language and nothing else. Despite it creating this obvious gap, Common will always be considered the language that brought all into one.&lt;br /&gt;
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==Description==&lt;br /&gt;
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Common is capable of having hundreds of varying tones and accents. Considering it is a universal language, it cannot be spoken &#039;wrong&#039; by butchering it with a thick accent. After all, it was only meant for everyone to at least understand some of what others are saying to them. It can sound beautifully smooth by an Elven speaker, or terribly rough by an Orc, and usually both would know what the other was trying to say.&lt;br /&gt;
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Peasants have been known to make an interesting variation of Common, however. Since it is often considered their first and only language, uneducated abbreviations have been slipped into the vocabulary, peculiarly forming the language&#039;s own accent which at first was not intended.&lt;br /&gt;
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The written form of Common is considered simple in the eyes of other races, and looks to be a combination of all of them into something easy to be remembered.&lt;br /&gt;
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==Basic Phrases==&lt;br /&gt;
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*Hello!&lt;br /&gt;
*You&#039;re welcome.&lt;br /&gt;
*Thank you.&lt;br /&gt;
*How are you?&lt;br /&gt;
*Sorry.&lt;br /&gt;
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[[Category:Language]]&lt;/div&gt;</summary>
		<author><name>UmbraNight</name></author>
	</entry>
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