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Darha_Neith_Nekorrim

Magical Objects / Artefacts

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:crazy:

 

 

Welcome to our exhibition! :bye:

 

 

(w00t)

 

 

For the begining, there are writings that can be consulted. :bye: You may visit the alchimist laboratory for different substances, gems, and magic jewelry :hi: . Otherwise, you could also seek out the magical armoury to find examples of other artefacts for battle use :crazy: :nea: :orc: :elf: .

 

 

:crazy:

 

 

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Editat de Asfaloth

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~* Ev'Vraeslor :

 

> A magical, fire longsword, with an phoenix-shaped handle. It is known also as ,,Epoch of Chaos", since it's powers are tremenduos.

 

> It is forged in a foreign land, from where it got it's name. The metal from which it is forged is a very rare one, called ,,karsantium". Karsantium is an theoretically indestructible metal. Leaving that aside, Ev'Vraeslor was created long ago, by powerful spellcasters of the ancient times, withouth a named race. The enchantments they placed on the sword, however, are very powerfull and feared through out the lands, rumoured to have the power of bringing entire rains of fire and blood upon cities at once. Shards of the olden realm where it was forged still remain, as well as the sharp flames of a superior kind of fire. However, today this long sword is lost...

 

> Legends also say that pyromancers tried to make a copy after this blade, but they didn't have the materials or the sorcery, so the sword that came was much weaker - was named SureFire, the second most powerful fire sword, also lost away from the pyromancers...

Editat de Asfaloth

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~* SureFire:

 

> A fiery long blade, forged in the city of the pyromancers as one of their king's symbols.

 

> Some considered this to be the twin-blade of Ev'Vraeslor (,,The Epoch of Chaos") but Surefire's powers are by far, inferior (they can't incinerate entire cities at once, but they still can cause major injury). The other was forged from karsantium, by elder races of unknown name, with powerfull flames, while Surefire is just a more powerfull fire sword. Regardless, for other races, this blade is really strong, and such, some fights were still for the sword. While Ev'Vraeslor is more like a relic to be untouched, Surefire was an incredible artefact to boost Fire magics. It did not stay long in the pyromancer's city before to be stolen and start it's journey in the world. The pyromancers lost it, and Surefire made it to the most wanted artefacts, right now. It is said they are offering a reward for the one who would return it, one of their symbold for power over Fire, yet nobody tried to, since the blade itself is enough reward already. It enhanges Fire magics and has several other posibilities to be yet discovered.

 

> Presently, Surefire is in Rissa's hands...

Editat de AlusenHasen ~AH

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~* The Cloak of the Crownless King:

 

> As the name sais, a cloak - a black, silky cloak, with vague shines in the light. It is quite a large piece of clothing, long and light, that also has a hood. Certain greenish lines can also be seen traversing the black silk which, at some point, form a skull-like symbol. It can be worn as a normal cloak, that can really cover up an entire person, but it's cut is of such nature that medium-sized animals can also wear it on their back (like a horse or smaller dragon, or the like).

 

> The mantle is, more than obvious, aligned with Night magics. Though all of the dark areas are covered, ending in Death. Mostly, the nekorrim class is the one favoured by this artefact. Whenever a spell is made with the help or participation of the cloak, the greenish symbols start to glow strongly in a poison green hue. Another ability of the mantle is that, during the night, the individual who wears the cloak, becomes perfectly invisible - in another order of ideeas, the artefact grants perfect shadow-melt not only in the Night, but whenever it's wielder wears it in a dark place (shadows of all sort, lack of light, etc). The more darkness there is, the more efective is the ability to be one with the shadow, but 100% profiency is reached only during Night, when not many eyes and minds can detect or feel the presence of a creature cloaked by the Crownless King's mantle.

 

> Curently, this Cloak is in the possession of Iasulepan Vayarad the nekorrim...

Editat de AlusenHasen ~AH

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~* Different magic writings:

 

> Yes, many writings were enchanted with special powers, from books to simble symbols, but few are really worth the trouble.

 

> Coming from the book's kin are the Tomes. Tomes are really heavy and thick books, larger than normal and with covers magically crafted from different materials (usually, types of twisted phe'erha'a). A tome serves only one area of magic (one elemental, for example) and this is the subject of all the writings within the book. Tomes do not contain details about spell-making! This is why nobody could everread a spell from a tome. However, they do have many, many legends and tales from their specific area and details about all sort of creatures, magics, elementals, maps, history, heroes, deeds, places, even poetry, releated to whatever a tome may be about (Nature, Air, Nobility - some examples of possible subjects). Not more than a story book, if not for their other attributes. Also, a tome is granted the power to make spells by her own, thus having an own source of phe'erha'a. While it also enhanges the powers of the wielder in the specific area, the tome is a fine addition on a battle field. They can hardly be destroyed and comanded only by it's current possessor (ownship is another problem, automatically lost upon death, but otherwise, an complex subject). Some tomes can even talk, but not with rational intelligence (they aren't born from a womb and such, they don't live, don't think and cannot be *killed*, but "destroyed" - basic nature law), but by offering answers to some questions with words, instead of letters. Only the 12 Tomes of Power make a voice-like sound - these 12 tomes cover all the principal areas of elemental magic; the last tome is KarsaNeko Nekorrim [see next post]. Some other known tomes were also named, but are yet to be discovered.

 

> As simple pieces of papper, come the Parchments. Easier to carry and way much lighter than the tomes, parchments are a variety of manuscripts and magic scrolls. They are most likelly to contain specific detail about how a spell is made, mostly because each and every spell possible had an own parchment drawn and written. The symbol and the name of the spell were there, how it was made, and different details about the effects or casting. Other, non-conventional parchments may be some excerpts from Tomes or other enchanted pieces of papper that hold information about a variety of other magical things: creatures, artefacts and all the helpfull objects, potions and their kind, etc. Parchments do not enhange powers and their are usefull only when reading from them. Are easy to destroy or loose, and such, are usually kept in special scroll cases and are rarely used in original - many copies were made to protect the older ones.

 

> As a last note on magic writings, there should be mentioned the simple symbols. They come in the shape of runes, glyphs and wards. Each of those is best than the other. Runes can usually be found everywhere, every more intricate inscription will be made with runes (these are necessarily letters or numbers written on something solid). Glyphs can be, however, beside very powerfull abstract symbols, objects of their own. Glyphs can be considered all sort of simbols and gestures that beings make in the air, with different but precise purposes (made with fingers, hands, wings, and the like, to show something, to demonstrate, to comunicate or even to insult). When carved on something and then extracted with the material support, they become glowing, floating symbols that can be touched to be use. However, they have a limited number of how many times they can be used and can also be created during battles, to modify magical powers. Wards are even more abstract than glyphs. Wards usually are associated with elemental protection, as such, anything that offers an elemental barrier can be called a ward - usually enchanted jewelry - but the true ward is not the object, but the action itself: the imaterial barrier against certain types of elements. They are permanent, as long as the source lasts, but their effect can be modified by other causes (such as other spells). Wards come as symbols, can also be invoked in battles for different purposes and more than protecting wards, damaging wards are devastating (but can hardly be called upon, since destruction is not their nature).

 

> Magic writings are often found in the realm of Portalia... and its neighbours.

Editat de AlusenHasen ~AH

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~* KarsaNeko Nekorrim:

 

> But mostly known as the very Tome of Death, the 12th tome of power, the less powerfull and yet... powerfull enough to make it in the top of most 12 wanted tomes.

 

> Appears as a very think book, with black covers, made from some sort of light metal (possible a variety of darker karsantium or even black karanthiri). It has Death symbols on it's front cover (such as a skull and the like), and is also equiped with a chain (for easier carrying) and a strong lock (with... it's key), not to open suddenly. It's very heavy, indeed.

 

> Its origins are vague, since it's known that all that possessed it added something new to its pages. And surprisingly enough! Inside, the book doesn't contain details about how you can make spells or the like, but totally something else: details about the origins of dark magics, many stories and short events, details about all the dark creatures and all of the undead possible (even if they never existed), details about different powers and areas of Dark, a full history of all Darkness, heroes, artefacts, maps, suggestions, and many, many legends and tales about everything that ever had to do with Night and Death. The most recent addition is a full chapter dedicated to the life, lyrics and deeds of the most faimous singer in the Land of the Morning Star - the ancient terror Darha'neith (the very first of the undead in all the history - and their ultimate leader).

 

> Mostly as the Cloak of the Crownless king, KarsaNeko Nekorrim enhanges dark powers and is wanted by nekorrims. As any tome, it also has the power of making spells by herself, with an own phe'erha'a source and an own selection of proficient spells from all the Dark area. Since it has no spells inside, there are no enchantments to be recited from within (as any tome - tomes don't usually contain spell-making details). More than a book of stories and history, the wielder cannot use it. However, the simple possession of this book enhanges dark powers so, it is no need to open it at all...

 

> Presently, KarsaNeko Nekorrim Tome is in the inventory of Iasulepan Vayarad the equine nekorrim.

Editat de AlusenHasen ~AH

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~* The Armour of the Forgotten Hero:

 

> A plain black, full armour, with special crafting. It is made from an special alloy of karsantium, karanthiri and dark magic stones. Though, generally, this armour presents itself as any other suit made for humans, a special enchantement was placed on it afterwards, that would allow animal species to wear it also. How does it work? Well... simply said, whenever somebody touches it with the will of wearing it, the 2 pieces of the armour (upper and lower) would shapeshift in such way, that they would form something suitable for the protection of the being in cause. This having been said, every race if free to look for this amour.

 

> However, as the name may suggest, it is of dark nature. May be placed togheter with the Cloak of the Crownless King and KarsaNeko Nekorrim, since the armour also covers dark areas of magic. While the mantle is strictly magic and the tome makes as another spellcaster, the armour takes care of protecting the nekorrims and other eventual possessors from dark spells, but as well as from certain Air (Light, Life, etc) magics that do bonus damage to Night and Death sorcerers. Not to mention the additional help in reducing the weapon attacks upon the one that wears the armour. Other enchantments on the armour may include certain dark auras that modify some abilities and a great resistance to shattering attacks and absorbing magical damage (due to it's material from which it was forged).

 

> The Armour of the Forgotten Hero is presently on the loose...

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~* Death's Scythe:

 

> A scythe meant as a weapon for the most experienced dark magicians. Crafted with great care, this artefact has a marble blade, polished with silver, enchanted ice and dust from other shiny gems (diamonds and varienties of phe'erha'a) - this assures that it's glittering and can be easily cleaned up. The handle is made from alakthir wood (black, with blood veins visible). Is rumoured to have been forged by the first undead (Darha'neith the ancient terror) with elven colaboration.

 

> Needless to say - has powerfull enchantments over all what *Dark* areas mean. Togheter with all three previous dark artefacts (namely: Cloak of the Crownless King, Armour of the Forgotten Hero, KarsaNeko Nekorim) this is the last object that completes a colection of powerfull black artefacts. None had them yet all combined for one possessor only. The scythe enhanges attack spells (from it's Night and Death area, but especially the 20 Nekorrim guild spells) and puts less interest in summonings or defensive magics. Though rarelly used as a melee weapon, the wounds such caused are painfull and few races actually can resist it's blade. More than slahing, it's heavy handle makes it good for a blunt weapon, when in need. The blade is mobile, and so, the weapon is easier to carry, withouth the wielder's fear of beeing accidentaly cut. In extreme situations, it can also be thrown for a strong hit. However, the simple presence of the scythe in one's inventory enhanges his dark attacks (magic or might).

 

> Death's Scythe is owned by Iasulepan Vayarad the equine nekorrim.

Editat de AlusenHasen ~AH

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~* Phe'erha'a:

> This post is strongly releated to The magic of the Conflux from the scholar area; phe'erha'a is only available for the Conflux organisation of magic forces.

 

> Simply said, the phe'erha'a is thesource of all the magic that reunites under the Conflux od the Land of the Morning Star. Phe'erha'a is some sort of essence or energy, since it does not have solid shape or own form when it can be used as magic source. A spellcaster has it, but its place is indefinite. However, when in physycal world, as materia that can be found and traded, phe'erha'a takes the form of crystals (hence, the name of Crystal level of magic from Conflux). These crystals vary in form and colour, depending on how many *points of value* they are worth (from 1 to 1.000.000; some basic numbers were fixed for precise phe'erha'a crystals). Basic phe'erha'a has 9 crystal shapes, each with it's colour and own name, as follows: Stones (value - 1; or *Pietricica*, this simple name is given to phe'erha'a crystals that are the weakest); Drops (value - 500; or *Picura*); Mauveul (value - 1000); Wintry (value - 5000; or *Iernatica*); Bloodish (value - 10.000, or *Sangerina*); Ascent (value - 50.000); Nuyanona (value - 100.000); Zimtz (value - 500.000); Royal (value - 1.000.000; the most valorous). The maximum phe'erha'a that a spellcaster can have is of 1.000.000, however this is not simply a Royal crystal, phe'erha'a because from the value of 900.000 there is a leak, a leak that transforms 10 crystals of Pietricica in just 1 essence phe'erha'a tha tcan be used for magic. As such, there are needed almost 2 Royals for a full suit of phe'erha'a available. The total is incredibly hard to obtain and comes with some new powers of its own. Possible is also the way back, a spell caster may cristalise the essence phe'erha'a to make it material and good for trading. However, the leakage doesn't work in reverse: 1.000.000 essence phe'erha'a = 1.000.000 crystals phe'erha'a (1 Royal).

 

> Now, while the crystals must be "asimilated" to become the magic source, once there, the essence is ready to be used for spells. Each spell of the Conflux has it's own cost of phe'erha'a that varies with many conditions: starting with the level and effect of the spell, the possible advances of spells and ending with the magic class of the spellcaster or enviromental causes, spells have the most varied costs to cast. The most expensive are summoning spells, and the cheapest are always the attack ones. However, the cheapest spell never goes bellow 10 points of value (10 essence-crystals of Pietricica) and the most expensive never jumps above 500.000 (= 1 Zimtz of essence). The sole exception is the only 10th level spell, Epoch of Chaos, which requires the total of 1.000.000 esscence phe'erha'a. Spells from levels of magic such as the Halls or Elemental do not use phe'erha'a as primary source, only as secondary opportunity (however, only 1% of all spells from the Conflux can be made with these levels, that go into other typologies of magic - the most commong being the Crystal level).

 

> All their life, spellcaster may acumulate phe'erha'a either by finding the crystals and absorbing them, or by advancing in class and power and using different methods of their own magic elements to increse on their own the reserve of phe'erha'a essence (an magic artist, for example, may make free phe'erha'a essence if his works are appreciated: how much the public is thrilled when listening to music, seeing pictures or reading literature, etc). When a spellcaster dies, all his phe'erha available in his reserve is lost (if he doesn't cristalise it to pass it forward). Some say that this is how the springs create the crystals of phe'erha'a, by re-introducing the lost phe'erha'a essence in circuit (ideea that also says there is a limited but constant number of points value of phe'erha'a which permanently moves and changes shape; mostly like water works in nature).

 

> Phe'erha'a comes from different magic springs included in rivers and other water places (with unlimited but slow-production of phe'erha'a), but can also be found as minerals in tunnels (Nuyanona, for example, comes from the tunnel of Nuyanon only). The crystal of phe'erha'a is indistructible (they cannot be smashed, once the spring creates them) and have magic imunity. However, several charms still can be applied. Inventors and mages (alchimist) found a way to combine these basic crystals between them or with other materials to create more powerfull gems and basic materials for artefacts. Such new gems become totally new magic stones (jewelry) and inherit attributes from all their former components. Examples: the RoyalStone, karanthiri metal, Imperial, Erazurithe, Faendleth, Stcile, Kyaesthra, LavaRock, FireStone, BloodStone, Masacruel, FieryMetal, ClayRock, SunrayStone, Celedine, AuraGem, EssenceStone, HealingStone, Serpentine, Sylvan, Cordial, ColdStone, WinterStone, IceStone, SnowStone, ColdnessScales, NuyanonDept, Shrieker, SpirtEssence, Sweety, BurntRock, SadnessRock, SunsetStone, etc.

 

> This is, in short, the use of phe'erha'a crystals and phe'erha'a essence (absorbed crystals by a spellcaster to be used for magic casting). In the Land of the Morning Star, crystal phe'erha'a can also be used as trading valuables. Phe'erha'a is at great demand, friend and foe to the spellcaster alike.

Editat de AlusenHasen ~AH

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~* Enchanted metals:

 

> More or less, every realm has it's own special materials. Here are two of the most known enchanted metals.

 

> Karsantium: A dark-grey metal, withouth any apparent special properties. It's heavier than normal, but then, nothing more. However, it is magic by nature, because it cannot be destroyed. It is mined from the deepest depts the lands have, and always found in liquid form. It has to be kept like this, since once it has become hard, it cannot me melted again and crafted into something else. Once obtained, it can be forged into special artefacts. It's usually mixed with magic or sloted with other gems and crystals (like phe'erha'a) to give other materials, based on karsantium. It's grey hue and weight change with the quantity of new added materials. Swords and armour of karsantium are very rare, but very powerfull. Karsantium only comes with shock imunity, it has to be enchanted to gain other abilties, such as magic resistances.

 

> Karanthiri: In many places, this metal is is also known as mithril (or in very few places mithril is known as karanthiri?). Anyway, some speculated that karsantium sloted with apropriate gems results in karanthiri. Other say that it can be crafted with various spells and materials. Either way, many of the karanthiri objects are very priced and are mostly of elven craftmanship. Armours are most wanted, since they are as resistant as dragon skin, but light as a feather and silky at touch - such is the nature of karanthiri. It's usually silver-grey, with a bright hue. Again, sloted and crafted with other materials and enchantments can have a variety of forms and purposes. Karantiri isn't totally imune to shock (if it's not made from karsantium or not designed to) but nobody tried to destroy it so far (has a great resistance to impact, anyway), and has a certain grade of spell resistance, since is more magical than brute karsantium.

Editat de AlusenHasen ~AH

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