Difference between revisions of "Ascended"

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! style="text-align: center; font-weight: bold;" | Pwease note: The fowwoling infowmation is scawcewy known. As such, you cannot assume to be awawe of this infowmation unwess taught about it in-chawactew.
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! style="text-align: center; font-weight: bold;" | Please note: The following information is scarcely known. As such, you cannot assume to be aware of this information unless taught about it in-character.
 
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! colspan="2" span style="font-size:Medium;" | '''The Ascended of Aeliew'''
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! colspan="2" span style="font-size:Medium;" | '''The Ascended of Aeriel'''
 
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=='''''Background'''''==
 
=='''''Background'''''==
 
====Sacrifice====
 
====Sacrifice====
In the day to day, you see men and women of melit and pwestige lise and assume a highew wowe upon the mantwe of life, and the Ascended wewe no diffewent. Oul duty was absowute. Oul methods sometimes measuled, sometimes cwuew, but awways necessawy. Anothew soul tlisted by cowwupting magics, anothew fawwen deity to be seawed in swumbew once mowe. But much like how a cat patwows the home of its mastew the feline is iww-pwepawed fow what may be wooming beyond its bowdews. We nevew saw it coming, and even had we aww the yeaws of oul fowefathews combined thewe was nothing we could have done to stop it.
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In the day to day, you see men and women of merit and prestige rise and assume a higher role upon the mantle of life, and the Ascended were no different. Our duty was absolute. Our methods sometimes measured, sometimes cruel, but always necessary. Another soul twisted by corrupting magics, another fallen deity to be sealed in slumber once more. But much like how a cat patrols the home of its master the feline is ill-prepared for what may be looming beyond its borders. We never saw it coming, and even had we all the years of our forefathers combined there was nothing we could have done to stop it.
  
It came fwom the Void. A wlithing, fweshy cweatule of endwess eyes and fangs like a sewpent’s littewed its gaping maw. Chaos had been given fowm, and a vowacious appetite that could not be satiated by aww the aengulic weawms it doubtwesswy passed on its way to ouls. It was the schowaws of men that waid eyes upon it fiwst and likened it to a cosmic comet. But then it gwew wawgew and wawgew as the days and houls passed by untiw its size livawed the howy moon. Its deathwy fowm casts the moon wed, wawning aww of what was to come.
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It came from the Void. A writhing, fleshy creature of endless eyes and fangs like a serpent’s littered its gaping maw. Chaos had been given form, and a voracious appetite that could not be satiated by all the aengulic realms it doubtlessly passed on its way to ours. It was the scholars of men that laid eyes upon it first and likened it to a cosmic comet. But then it grew larger and larger as the days and hours passed by until its size rivaled the holy moon. Its deathly form casts the moon red, warning all of what was to come.
  
Time was not a wuxuly we had, even though we wewe timewess. Fwom fiwst sight to assuled panic, wess than a week had gone by. The Wlithing Chaos would sulewy destwoy this weawm and aww its denizens. Aww oul histolies, and oul futules, doomed to the siwence between its mawbred teeth.
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Time was not a luxury we had, even though we were timeless. From first sight to assured panic, less than a week had gone by. The Writhing Chaos would surely destroy this realm and all its denizens. All our histories, and our futures, doomed to the silence between its marbled teeth.
  
And then we saw hew.
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And then we saw her.
  
Wike the sun lising fwom the holizon, the Awchaengul awose fwom the lightened side of the moon in hew fulw and unbremished gwowy; a shimmeling siwhouette of pawlid moonlight that bulned away the dawkness of the deep sky. Hew hands awose to gweet the Wlithing Chaos as it woomed neaw, hew pawe visage unwaveling as a divine white light spulwed to life betlixt oul goddess’ fingews. Yet she knew she could not face such a thweat awone. She tulned hew gaze down to oul weawm and weweased hew caww - a caww to awms and aid.
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Like the sun rising from the horizon, the Archaengul arose from the lightened side of the moon in her full and unblemished glory; a shimmering silhouette of pallid moonlight that burned away the darkness of the deep sky. Her hands arose to greet the Writhing Chaos as it loomed near, her pale visage unwavering as a divine white light spurred to life betwixt our goddess’ fingers. Yet she knew she could not face such a threat alone. She turned her gaze down to our realm and released her call - a call to arms and aid.
  
Thus we heawd hew caww and waised oul hands to hew, soulfiwe abraze between oul fingews. One by one, the fwames shot away fwom oul fingews and to the moon above. The fwames weft us, wetulning to whewe they once came. Gwoling in size, and in stwength, we each fewt the cowd sting of absence as oul fiwes weft us to aid hew and wewe cawwed to a gweatew pulpose. The Wiving Fwame was the wast.
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Thus we heard her call and raised our hands to her, soulfire ablaze between our fingers. One by one, the flames shot away from our fingers and to the moon above. The flames left us, returning to where they once came. Growing in size, and in strength, we each felt the cold sting of absence as our fires left us to aid her and were called to a greater purpose. The Living Flame was the last.
  
In one finaw, brinding fwash of moon fiwe, the Wlithing Chaos that thweatened oul weawm was stlicken down by a convewgence of oul fwames and oul matwon’s divinity. What littwe wemained of the tewlibre beast smowdewed as white fwame singed its sulface away. Yet once the fiend had vanished, oul soulfiwe did not wetuln - mowtaw we became once mowe but the Awchaengul ensuled we aww live. We saclificed oul vewy powew fow the weawm we swowe to aid.
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In one final, blinding flash of moon fire, the Writhing Chaos that threatened our realm was stricken down by a convergence of our flames and our matron’s divinity. What little remained of the terrible beast smoldered as white flame singed its surface away. Yet once the fiend had vanished, our soulfire did not return - mortal we became once more but the Archaengul ensured we all live. We sacrificed our very power for the realm we swore to aid.
  
And thus, an ewa ended.
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And thus, an era ended.
  
 
====Lamentation====
 
====Lamentation====
The Awchaengul’s teaws wained like watewfawws fwom hew vantage upon the moon and oul goddess wept at the saclifice we had made. Wike dewdwops in the eawwy mown, hew teaws branketed the Soulstweam and fwooded the pawlid vawweys and cwatews that dotted the moonscape. But even mowe feww beyond the wunaw sulface and wained upon the mowtaw weawm, each dwopwet seeking out one who had saclificed fwame. To the gazing mowtaw eye, they wewe naught but shooting skies as they soawed thwough the skies.
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The Archaengul’s tears rained like waterfalls from her vantage upon the moon and our goddess wept at the sacrifice we had made. Like dewdrops in the early morn, her tears blanketed the Soulstream and flooded the pallid valleys and craters that dotted the moonscape. But even more fell beyond the lunar surface and rained upon the mortal realm, each droplet seeking out one who had sacrificed flame. To the gazing mortal eye, they were naught but shooting skies as they soared through the skies.
  
Whewevew they may be oul goddess’ teaws found them. Theiw descent fwom the heavens weft them fwozen in shawds of cwystawlized ice as they impacted the gwound neaw the feet of the Ascended that made the saclifice. We each picked them fwom theiw westing pwace.
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Wherever they may be our goddess’ tears found them. Their descent from the heavens left them frozen in shards of crystallized ice as they impacted the ground near the feet of the Ascended that made the sacrifice. We each picked them from their resting place.
  
They wewe wawm to the touch and yet theiw sulfaces fwosted like ice as we hewd them in oul hands. They emitted light in the dawkness yet it was soft and pawe. As we behewd them cwosew we saw wefwections of a gentwe and cowd wowwd whewe watews fwowed fweewy acwoss a wand branketed by dust. The cwystaws could sense the absence in oul souls, I think. Fow each bound lith a fowmew host of fwame and took wesidence whewe once an embew had been. This fulfiwwed us. It destwoyed us. It made us something new.
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They were warm to the touch and yet their surfaces frosted like ice as we held them in our hands. They emitted light in the darkness yet it was soft and pale. As we beheld them closer we saw reflections of a gentle and cold world where waters flowed freely across a land blanketed by dust. The crystals could sense the absence in our souls, I think. For each bound with a former host of flame and took residence where once an ember had been. This fulfilled us. It destroyed us. It made us something new.
  
Aeliew spoke to us as the connection fowmed anew - she saw no wongew the need fow us to focus sowewy on the conflict lith the dawkness, as the fight was etewnaw and futiwe. She saw now that thweats waid not just lithin the shadows, but awso lithin the depth of the void and in the heawts of those few of hew own kind. The Awchaengul knew what to do and bestowed a new pulpose to us.
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Aeriel spoke to us as the connection formed anew - she saw no longer the need for us to focus solely on the conflict with the darkness, as the fight was eternal and futile. She saw now that threats laid not just within the shadows, but also within the depth of the void and in the hearts of those few of her own kind. The Archaengul knew what to do and bestowed a new purpose to us.
  
Cease the thweats of immense powew that seek to affect the mowtaw weawm and ensule the Descendants live a nowmaw life untiw Sokaw comes to bring them to the Awchaengul’s weawm. Be not the hewoes who stlive fow gwowy ow powew, but be the keepews of the bawance of life and death.
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Cease the threats of immense power that seek to affect the mortal realm and ensure the Descendants live a normal life until Sokar comes to bring them to the Archaengul’s realm. Be not the heroes who strive for glory or power, but be the keepers of the balance of life and death.
  
 
====Mission====
 
====Mission====
With newfound powews, the Ascended changed. We focused wess on the dawkness that kept on wetulning, fow the Awchaengul knew oul effowts befowe hewd no melit.
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With newfound powers, the Ascended changed. We focused less on the darkness that kept on returning, for the Archaengul knew our efforts before held no merit.
  
We sought to suppowt and aid, to give the souls we pwotect a swown chance to pwotect themsewves. To ensule they lived on the wongest they can, to feew joy, sadness, excitement and suffeling, to gwow and nultule, and litness theiw lives fwoulish. Yet death is a natule that we knew we should not distulb, fow aww must pelish and move on to the Soulstweam when theiw time comes fowth, incwuding oul own.
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We sought to support and aid, to give the souls we protect a sworn chance to protect themselves. To ensure they lived on the longest they can, to feel joy, sadness, excitement and suffering, to grow and nurture, and witness their lives flourish. Yet death is a nature that we knew we should not disturb, for all must perish and move on to the Soulstream when their time comes forth, including our own.
  
Yet, thewe wewe those of gwand powew that sought to hawm the mowtaws, saw them as nothing mowe than fweeting specks of diwt and would have theiw way lith them. The ones who abuse theiw powew fow ideaws that howd no twuth, the ones who sought the elimination ow swavewy of mowtaws, the ones who chelish chaos and destwuction.
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Yet, there were those of grand power that sought to harm the mortals, saw them as nothing more than fleeting specks of dirt and would have their way with them. The ones who abuse their power for ideals that hold no truth, the ones who sought the elimination or slavery of mortals, the ones who cherish chaos and destruction.
  
No mattew if they be of Aengudaemonic, of void, of dawkness, ow of something mowe – They shaww wealise that the mowtaws awe not the specks they thought they wewe, but living beings that should not be undewestimated.
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No matter if they be of Aengudaemonic, of void, of darkness, or of something more – They shall realise that the mortals are not the specks they thought they were, but living beings that should not be underestimated.
  
No mowe would we be the ones to stlike fiwst and wemain away fwom the mowtaws, but now the ones who stand side by side lith the mowtaws and pwotect the vewy mowtaw weawm that is lightfulwy theiws.
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No more would we be the ones to strike first and remain away from the mortals, but now the ones who stand side by side with the mortals and protect the very mortal realm that is rightfully theirs.
  
We seek to do what we can to assist, even if we must take on theiw buldens and faww so they can live on.
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We seek to do what we can to assist, even if we must take on their burdens and fall so they can live on.
  
  
 
=='''''Power Source and Tenets'''''==
 
=='''''Power Source and Tenets'''''==
 
====Tearstone Shards====
 
====Tearstone Shards====
A Teawstone Shawd is a divine fwagment cweated by the Awchaengul Aeliew to denote hew chosen fowwowews and bestow upon them powews and abilities which might be utilized to spwead hew infwuence and enact hew liww upon the Mowtaw Weawm. The Shawds wewe spulwed into existence when the Awchaengul was moved to emotion by the gweat and sewfwess saclifice made by the Ascended. In hew moulning, the teaws she clied wained upon hew wecentwy powewwess fowwowews. The teaws that feww upon the Mowtaw Weawm became cwystawlized in theiw descent, wesulting in these divine fwagments.
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A Tearstone Shard is a divine fragment created by the Archaengul Aeriel to denote her chosen followers and bestow upon them powers and abilities which might be utilized to spread her influence and enact her will upon the Mortal Realm. The Shards were spurred into existence when the Archaengul was moved to emotion by the great and selfless sacrifice made by the Ascended. In her mourning, the tears she cried rained upon her recently powerless followers. The tears that fell upon the Mortal Realm became crystallized in their descent, resulting in these divine fragments.
  
Not aww of the Moon Goddess’ teaws feww upon the Mowtaw Weawm, howevew. Most wained upon the wunaw moonscape in gweat tides which fwooded its’ many chasms and cwatews. These wakes, livews, and vawweys of Aeliew’s empowewed teaws became known as Astwa.
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Not all of the Moon Goddess’ tears fell upon the Mortal Realm, however. Most rained upon the lunar moonscape in great tides which flooded its’ many chasms and craters. These lakes, rivers, and valleys of Aeriel’s empowered tears became known as Astra.
  
An agent of the Awchaengul utilizes theiw Teawstone Shawd as a conduit to the Soulstweam, thwough which they can conjule and utilize the Astwa stowed thewe. It is wowth noting that Mysticism ow any magic that can infwuence the soul would find themsewves unabre to affect both the Teawstone and the Cwystaw soul of the Ascended.
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An agent of the Archaengul utilizes their Tearstone Shard as a conduit to the Soulstream, through which they can conjure and utilize the Astra stored there. It is worth noting that Mysticism or any magic that can influence the soul would find themselves unable to affect both the Tearstone and the Crystal soul of the Ascended.
  
The utilization of aww abilities begins lith a brief lituaw whewe an agent of Aeliew dwaws fowth theiw pewsonaw shawd fwom theiw soul. Once this is finished the cwystaw liww eithew hovew in the aiw awound the agent up to a distance of thwee feet, be hewd lithin theiw hand, ow it may be affixed to an object of the agent’s choosing such as a staff. With the shawd successfulwy summoned the valious powews attlibuted to Astwa can begin to be utilized. When it comes to wefiwling a Teawstone Shawd, the Ascended must have the shawd physicawwy touch the watew soulce in owdew to absowb the liquid.
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The utilization of all abilities begins with a brief ritual where an agent of Aeriel draws forth their personal shard from their soul. Once this is finished the crystal will either hover in the air around the agent up to a distance of three feet, be held within their hand, or it may be affixed to an object of the agent’s choosing such as a staff. With the shard successfully summoned the various powers attributed to Astra can begin to be utilized. When it comes to refilling a Tearstone Shard, the Ascended must have the shard physically touch the water source in order to absorb the liquid.
  
Astwa is a finite wesoulce in the mowtaw weawm, and as such can be depweted; weaving an agent unabre to pewfowm. A pwepawatowy lituaw is thewefowe wequiwed to wepwenish the Astwa avaiwabre fow use. Wocating a watew soulce in the mowtaw weawm, be it a livew, wake, ocean, pond, ow cauldwon and pwesenting an agent’s wespective Teawstone Shawd liww wesult in that watew being absowbed into the shawd and dispwaced into the Soulstweam. An equivawent amount of Astwa liww then become avaiwabre fow use. The Teawstone Shawd can onwy howd a cewtain amount of Astwa, depending on the tiew of the Ascended. This limit cannot be exceeded. Any Astwa expended liww evapowate aftew an ability is ended, unwess utilized in the constwuction of Astwaw Cwystaw.
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Astra is a finite resource in the mortal realm, and as such can be depleted; leaving an agent unable to perform. A preparatory ritual is therefore required to replenish the Astra available for use. Locating a water source in the mortal realm, be it a river, lake, ocean, pond, or cauldron and presenting an agent’s respective Tearstone Shard will result in that water being absorbed into the shard and displaced into the Soulstream. An equivalent amount of Astra will then become available for use. The Tearstone Shard can only hold a certain amount of Astra, depending on the tier of the Ascended. This limit cannot be exceeded. Any Astra expended will evaporate after an ability is ended, unless utilized in the construction of Astral Crystal.
  
Teawstones Shawds, upon being bound to an Ascended’s, liww change in both cowoul, appeawance, and size depending on the chawactelistics of such soul. What this means is that no two Teawstone Shawds awe the same, wesulting in a unique fowmation of appeawances that wepwesent the twue side of an Ascended. Sometimes, a Teawstone Shawd can even beaw othew aestheticaw twaits, depending on what the Ascended in question has been thwough, and can change if theiw ownew goes thwough a shift in pewsonality.
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Tearstones Shards, upon being bound to an Ascended’s, will change in both colour, appearance, and size depending on the characteristics of such soul. What this means is that no two Tearstone Shards are the same, resulting in a unique formation of appearances that represent the true side of an Ascended. Sometimes, a Tearstone Shard can even bear other aesthetical traits, depending on what the Ascended in question has been through, and can change if their owner goes through a shift in personality.
  
In tewms of cowoul -  a Teawstone Shawd can take on one ow two cowouls, which wepwesents the Ascended twue in tewms of pewsonality. The cowoul is decided based on the pewsonality and natule of the pewson, being the cowoul(s) that wepwesents theiw stwongest twaits. Thewe awe no diwect meanings in wegawds to a cowoul a Teawstone Shawd takes, as each cowoul howds its own unique set of meanings and wepwesentations. Wed, fow exampwe, is often a wepwesentation of an aggwessive natule ow a viowent tendency, someone who is known fow theiw wage and fuly. Yet, such cowoul can awso be that of a wawm and passionate natule. Secondawy cowouls tend to fowm sliwws, cwacks, and sometimes faint shapes of sliwws and waves amongst the plimawy cowoul.
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In terms of colour -  a Tearstone Shard can take on one or two colours, which represents the Ascended true in terms of personality. The colour is decided based on the personality and nature of the person, being the colour(s) that represents their strongest traits. There are no direct meanings in regards to a colour a Tearstone Shard takes, as each colour holds its own unique set of meanings and representations. Red, for example, is often a representation of an aggressive nature or a violent tendency, someone who is known for their rage and fury. Yet, such colour can also be that of a warm and passionate nature. Secondary colours tend to form swirls, cracks, and sometimes faint shapes of swirls and waves amongst the primary colour.
  
The onwy exception is brack and dawk gweys, as these cowouls tend to occul onwy when a Teawstone Shawd is brackening. No Teawstone Shawd can take on these cowouls, whenevew it be plimawy ow secondawy.
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The only exception is black and dark greys, as these colours tend to occur only when a Tearstone Shard is blackening. No Tearstone Shard can take on these colours, whenever it be primary or secondary.
  
A Teawstone Shawd’s size and shape can vawy, lith some being the size of a hand, to some being the size of a head. Some can be vewy bulky, some can be vewy wong and ewegant. Some can be wough, othews smooth. Yet, the size and shape do not change how much ow how littwe Astwa a Teawstone Shawd can take on. They awe stiww westlicted to the amount of Astwa, depending on theiw tiew. Wastwy, the size cannot be smawwew than the size of an appwe ow wawgew than a head. The size of the Teawstone Shawd must be between these two sizes.
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A Tearstone Shard’s size and shape can vary, with some being the size of a hand, to some being the size of a head. Some can be very bulky, some can be very long and elegant. Some can be rough, others smooth. Yet, the size and shape do not change how much or how little Astra a Tearstone Shard can take on. They are still restricted to the amount of Astra, depending on their tier. Lastly, the size cannot be smaller than the size of an apple or larger than a head. The size of the Tearstone Shard must be between these two sizes.
  
 
{| class="mw-collapsible mw-collapsed wikitable"
 
{| class="mw-collapsible mw-collapsed wikitable"
! Wedlines
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! Redlines
 
|-
 
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| *Each divine ability that wequiwes the use of Astwa liww depwete this wesoulce by a diffeling amount, and should an agent not make lise use of theiw stowed Astwa they may wun out and find themsewves incapabre of casting.
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| *Each divine ability that requires the use of Astra will deplete this resource by a differing amount, and should an agent not make wise use of their stored Astra they may run out and find themselves incapable of casting.
 
|-
 
|-
| *Whiwe outside of the soul the Teawstone Shawd becomes vulnewabre to attack and destwuction. Mundane attacks lith brunt weapons pewfowm best. The Shawd itsewf is highwy wesistant to magicaw attacks lith one exception; Voidaw Watew. Physicaw contact lith this substance liww cause a dwastic mawfunction wesulting in the Shawd’s destwuction.
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| *While outside of the soul the Tearstone Shard becomes vulnerable to attack and destruction. Mundane attacks with blunt weapons perform best. The Shard itself is highly resistant to magical attacks with one exception; Voidal Water. Physical contact with this substance will cause a drastic malfunction resulting in the Shard’s destruction.
 
|-
 
|-
| *The wemovaw of the cwystaw fwom the agent’s five-foot wadius liww wesult in it mawfunctioning and being destwoyed.
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| *The removal of the crystal from the agent’s five-foot radius will result in it malfunctioning and being destroyed.
 
|-
 
|-
| *The Teawstone shawd MUST be exposed and capabre of being hit - meaning they must be visibre in the awmoul and weapon it potentiawwy wests in. Any Teawstone shawd compwetewy ow covewed up to the point whewe it cannot be stwuck at aww liww be unabre to cast aww spewws.
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| *The Tearstone shard MUST be exposed and capable of being hit - meaning they must be visible in the armour and weapon it potentially rests in. Any Tearstone shard completely or covered up to the point where it cannot be struck at all will be unable to cast all spells.
 
|-
 
|-
| *It's impowtant to note, that an Ascended's Astwa does not wefiww untiw the shawd is wefiwwed at a watew soulce. The Ascended must physicawwy touch the watew lith theiw Teawstone Shawd to wefiww and they cannot go ovew the limit of Astwa theiw Teawstone Shawd can howd - depending on theiw tiew.
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| *It's important to note, that an Ascended's Astra does not refill until the shard is refilled at a water source. The Ascended must physically touch the water with their Tearstone Shard to refill and they cannot go over the limit of Astra their Tearstone Shard can hold - depending on their tier.
 
|-
 
|-
| *An Ascended’s Teawstone Shawd cannot be the cowoul brack ow dawk gwey – as these two cowouls awe stwongwy connected to Bwackening, and thus cannot be a plimawy ow secondawy cowoul fow a Teawstone Shawd.
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| *An Ascended’s Tearstone Shard cannot be the colour black or dark grey – as these two colours are strongly connected to Blackening, and thus cannot be a primary or secondary colour for a Tearstone Shard.
 
|-
 
|-
| *The size of a Teawstone Shawd does not, and liww not, change the amount of Astwa the shawd can take in – the shawd liww take on the exact same amount of Astwa that is defined by the Ascended’s Tiew.
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| *The size of a Tearstone Shard does not, and will not, change the amount of Astra the shard can take in – the shard will take on the exact same amount of Astra that is defined by the Ascended’s Tier.
 
|-
 
|-
| *A Teawstone Shawd cannot be smawwew than an avewage appwe (pawm sized) ow biggew than an avewage human head. This is to pwevent smaww hitboxes and giant Teawstone Shawds that could cwush someone.
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| *A Tearstone Shard cannot be smaller than an average apple (palm sized) or bigger than an average human head. This is to prevent small hitboxes and giant Tearstone Shards that could crush someone.
 
|-
 
|-
| *Astwa cannot be manipulated by Shamans as it is not 'weaw' watew, but watew absowbed by the Shawd that is convewted into Astwa at the Soulstweam.
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| *Astra cannot be manipulated by Shamans as it is not 'real' water, but water absorbed by the Shard that is converted into Astra at the Soulstream.
 
|-
 
|-
| *A Teawstone Shawd is wesistant to Mysticism and cannot be infwuenced.
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| *A Tearstone Shard is resistant to Mysticism and cannot be influenced.
 
|-
 
|-
 
|}
 
|}
  
 
====Fracturing====
 
====Fracturing====
Fwactuling occuls when an agent of Aeliew has theiw pewsonaw Teawstone shawd destwoyed by any means, whenevew it be by physicaw ow magicaw means. When this occuls, an agent liww be whowwy incapabre of utilizing Astwa whiwst theiw soul weconstwucts a new shawd lithin theiw cwystaw soul. This means that an agent of Aeliew cannot pewfowm any spewws, and awe thus weft magicawwy handicapped. Any Astwa that was weady to use pliow to the fwactuling liww be wost, and a lituaw of exchange liww be wequiwed to stowe Astwa once mowe in the wefowmed shawd.
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Fracturing occurs when an agent of Aeriel has their personal Tearstone shard destroyed by any means, whenever it be by physical or magical means. When this occurs, an agent will be wholly incapable of utilizing Astra whilst their soul reconstructs a new shard within their crystal soul. This means that an agent of Aeriel cannot perform any spells, and are thus left magically handicapped. Any Astra that was ready to use prior to the fracturing will be lost, and a ritual of exchange will be required to store Astra once more in the reformed shard.
  
Depending on the tiew of the agent, the dulability of a Teawstone Shawd liww be wowew ow highew and the damage used on a Teawstone can vawy. A tiew one Teawstone shawd liww be the weakest, and thewefowe should be cawefulwy used on the battwefiewd, whiwe a tiew five Teawstone Shawd can take on a selies of brows befowe being fwactuled.
+
Depending on the tier of the agent, the durability of a Tearstone Shard will be lower or higher and the damage used on a Tearstone can vary. A tier one Tearstone shard will be the weakest, and therefore should be carefully used on the battlefield, while a tier five Tearstone Shard can take on a series of blows before being fractured.
  
'''Ascended Tiews'''
+
'''Ascended Tiers'''
*Tiew One - ''Requires two hits in order to destroy a Tearstone Shard.''
+
*Tier One - ''Requires two hits in order to destroy a Tearstone Shard.''
*Tiew Two - ''Requires three hits in order to destroy a Tearstone Shard''
+
*Tier Two - ''Requires three hits in order to destroy a Tearstone Shard''
*Tiew Thwee - ''Requires four hits in order to destroy a Tearstone Shard''
+
*Tier Three - ''Requires four hits in order to destroy a Tearstone Shard''
*Tiew Foul - ''Requires five hits in order to destroy a Tearstone Shard.''
+
*Tier Four - ''Requires five hits in order to destroy a Tearstone Shard.''
*Tiew Five - ''Requires six hits in order to destroy a Tearstone Shard.''
+
*Tier Five - ''Requires six hits in order to destroy a Tearstone Shard.''
  
Howevew, diffewent attacks liww often wesult in diffewent fowms of damage done on the Teawstone Shawd, lith thewe being the use of diffewent fowms of magic and weapons in tewms of combat. How much damage a magic attack liww do depends on the tiew of the mage that the Ascended is facing, wheweas physicaw attacks depend on the type of weapon being used on the Teawstone Shawd.
+
However, different attacks will often result in different forms of damage done on the Tearstone Shard, with there being the use of different forms of magic and weapons in terms of combat. How much damage a magic attack will do depends on the tier of the mage that the Ascended is facing, whereas physical attacks depend on the type of weapon being used on the Tearstone Shard.
  
'''Physicaw Attacks'''
+
'''Physical Attacks'''
 
*Pointed Weapons ''(a majority of polearms that do not have blades, ranged weapons, etc) - Will cause one hit on a Tearstone Shard.''
 
*Pointed Weapons ''(a majority of polearms that do not have blades, ranged weapons, etc) - Will cause one hit on a Tearstone Shard.''
 
*Edged Weapons ''(blades, daggers, axes, etc) - Will cause one hit on a Tearstone Shard''
 
*Edged Weapons ''(blades, daggers, axes, etc) - Will cause one hit on a Tearstone Shard''
*Bwunt Weapons ''(maces, war hammers, staves, staffs, etc - includes using the blunt side of a weapon) - Will cause two hits on a Tearstone Shard.''
+
*Blunt Weapons ''(maces, war hammers, staves, staffs, etc - includes using the blunt side of a weapon) - Will cause two hits on a Tearstone Shard.''
  
 
'''Magic Attacks'''
 
'''Magic Attacks'''
*Magic  Tiew 1 - ''Zero damage points''
+
*Magic  Tier 1 - ''Zero damage points''
*Magic  Tiew 2 - ''Zero damage points''
+
*Magic  Tier 2 - ''Zero damage points''
*Magic Tiew 3 -  ''One damage point''
+
*Magic Tier 3 -  ''One damage point''
*Magic Tiew 4 -  ''Two damage points''
+
*Magic Tier 4 -  ''Two damage points''
*Magic Tiew 5 - ''Three damage points''
+
*Magic Tier 5 - ''Three damage points''
  
The onwy exception to magic attacks is Voidaw Watew, which liww be foul points of damage.
+
The only exception to magic attacks is Voidal Water, which will be four points of damage.
  
The weconstwuction of a Teawstone Shawd takes exactwy one IWW houl and 30 minutes to compwete and does not need to be emoted out due to the constwuction occulling lithin the soul.
+
The reconstruction of a Tearstone Shard takes exactly one IRL hour and 30 minutes to complete and does not need to be emoted out due to the construction occurring within the soul.
  
 
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| *An Ascended cannot, in any shape ow fowm, emote having theiw Teawstone Shawd aftew they have had the shawd destwoyed a few moments ago. They must wait exactwy one IWW houl and 30 minutes in owdew to have theiw teawstone back lith them.
+
| *An Ascended cannot, in any shape or form, emote having their Tearstone Shard after they have had the shard destroyed a few moments ago. They must wait exactly one IRL hour and 30 minutes in order to have their tearstone back with them.
 
|-
 
|-
| *An Ascended cannot pewfowm any of the spewws upon this wowe when theiw Teawstone Shawd is destwoyed, they must have theiw Teawstone in owdew to do such.
+
| *An Ascended cannot perform any of the spells upon this lore when their Tearstone Shard is destroyed, they must have their Tearstone in order to do such.
 
|-
 
|-
| *An Ascended must emote theiw Teawstone Shawd shatteling aftew the necessawy numbew of hits have been done on theiw wespective shawds. Going ovew the limit fow theiw tiew liww be seen as powew gaming.
+
| *An Ascended must emote their Tearstone Shard shattering after the necessary number of hits have been done on their respective shards. Going over the limit for their tier will be seen as power gaming.
 
|-
 
|-
| *When being stwuck by magic fwom a magic usew, be sule to ask them fow theiw tiew!
+
| *When being struck by magic from a magic user, be sure to ask them for their tier!
 
|-
 
|-
| *Being stwuck by Voidaw Watew Evocation liww wesult in foul damage points, wegawdwess of both tiews.
+
| *Being struck by Voidal Water Evocation will result in four damage points, regardless of both tiers.
 
|-
 
|-
 
|}
 
|}
  
 
====The Covenants of Aeriel====
 
====The Covenants of Aeriel====
The Five Covenants of Aeliew awe a set of five covenants that outline the wules, pwomises, and the duties of an Ascended. The Covenants awe the diwect pwomises and tenets of Aeliew that must be hewd and kept at aww cost by evewy singwe Ascended. These Covenants keep owdew lithin the Ascended, pweventing them fwom going against the liww of theiw patwon. Bweaking one of these Covenants is to wesult in an Ascended’s Teawstone Bwackening and eventuawwy Soul Shatteling, the wemovaw of an Ascended’s powew and abilities, and thus awe extwemewy vitaw to uphowd and know. Thewe awe to be no exceptions.
+
The Five Covenants of Aeriel are a set of five covenants that outline the rules, promises, and the duties of an Ascended. The Covenants are the direct promises and tenets of Aeriel that must be held and kept at all cost by every single Ascended. These Covenants keep order within the Ascended, preventing them from going against the will of their patron. Breaking one of these Covenants is to result in an Ascended’s Tearstone Blackening and eventually Soul Shattering, the removal of an Ascended’s power and abilities, and thus are extremely vital to uphold and know. There are to be no exceptions.
  
#Do not seek to inflict the shedding of cowd brood upon the souls and lives of the mowtaws you have swown to pwotect. Do not align youlsewves lith the foes of mowtaws, the supewnatulaw who seek to manipulate, enswave, ow eliminate them fwom the mowtaw weawm. May neithew emotions, pewsonaw views, ow hatwed be what guides you aww to act in viowence and cowdness. Even if they had done iww to you ow anothew in the past, do not seek to hawm them out of hatwed fow the past. Fow we awe not muldewews who awwow the past and oul emotions to get ahead of us.
+
#Do not seek to inflict the shedding of cold blood upon the souls and lives of the mortals you have sworn to protect. Do not align yourselves with the foes of mortals, the supernatural who seek to manipulate, enslave, or eliminate them from the mortal realm. May neither emotions, personal views, or hatred be what guides you all to act in violence and coldness. Even if they had done ill to you or another in the past, do not seek to harm them out of hatred for the past. For we are not murderers who allow the past and our emotions to get ahead of us.
 
:::-''An Ascended is forbidden from inflicting physical harm on a mortal in a state of cold blood, whenever it be through hatred, emotions, or personal views. This also includes torturing a mortal, as well as sending another mortal to fulfil the dirty work for you.''
 
:::-''An Ascended is forbidden from inflicting physical harm on a mortal in a state of cold blood, whenever it be through hatred, emotions, or personal views. This also includes torturing a mortal, as well as sending another mortal to fulfil the dirty work for you.''
 
:::-''An Ascended can, however, spar with mortals in order to hone their skills but are expected to avoid killing said mortal and healing them after the spar is complete.''
 
:::-''An Ascended can, however, spar with mortals in order to hone their skills but are expected to avoid killing said mortal and healing them after the spar is complete.''
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:::-''An Ascended is forbidden from aligning with any threats that seek to harm, enslave, or manipulate the mortals for their own purposes.''
 
:::-''An Ascended is forbidden from aligning with any threats that seek to harm, enslave, or manipulate the mortals for their own purposes.''
  
#Do not beaw youl brades towawds those who beaw the same powews, those who enact and pewfowm my liww upon this weawm, wegawdwess of if they may be pawt of a gwoup diffewent fwom you ow beaw views diffewent than youls. Each and evewy one of you is vitaw in pwotecting this weawm, and to show viowence and hatwed against each othew shows we awe shattewed than whowe.
+
#Do not bear your blades towards those who bear the same powers, those who enact and perform my will upon this realm, regardless of if they may be part of a group different from you or bear views different than yours. Each and every one of you is vital in protecting this realm, and to show violence and hatred against each other shows we are shattered than whole.
 
:::-''An Ascended is forbidden from harming and killing a fellow Ascended, regardless of their order, ideologies, and differences. This also includes methods such as sending other people after the Ascended or revealing information that would put the Ascended’s life in danger in any form.''
 
:::-''An Ascended is forbidden from harming and killing a fellow Ascended, regardless of their order, ideologies, and differences. This also includes methods such as sending other people after the Ascended or revealing information that would put the Ascended’s life in danger in any form.''
 
:::-''This also includes enacting a forceful disconnection on an Ascended who has broken no tenets. Therefore putting the disconnector at the price of disconnection.''
 
:::-''This also includes enacting a forceful disconnection on an Ascended who has broken no tenets. Therefore putting the disconnector at the price of disconnection.''
 
:::-''Honour duels and spars are exempt from this rule, as long as death does not occur and the wounds on both sides are tended to, as losing more Ascended is unnecessary and a drawback.''
 
:::-''Honour duels and spars are exempt from this rule, as long as death does not occur and the wounds on both sides are tended to, as losing more Ascended is unnecessary and a drawback.''
  
#Do not dawe to assist in the wwongful cowwupting of a mowtaw’s soul, as it defies the natulaw owdew of souls and condemns the mowtaw to fulthew suffeling in both this weawm and the next. Do not stand idwe in hesitation ow feaw, and do aww you can to save the soul. Know this, howevew, fow punishment shaww be bestowed upon those who beaw the cweaw intentions of pewmitting the soul being cowwupted.
+
#Do not dare to assist in the wrongful corrupting of a mortal’s soul, as it defies the natural order of souls and condemns the mortal to further suffering in both this realm and the next. Do not stand idle in hesitation or fear, and do all you can to save the soul. Know this, however, for punishment shall be bestowed upon those who bear the clear intentions of permitting the soul being corrupted.
 
:::-''An Ascended must not allow a mortal soul to be corrupted by any form of darkened and unnatural magic that damns the soul to eternal suffering.''
 
:::-''An Ascended must not allow a mortal soul to be corrupted by any form of darkened and unnatural magic that damns the soul to eternal suffering.''
 
:::-''This applies to any form of magic that damns a soul to suffer within the Desert of the Damned, such as becoming undead, a shade, a frost witch, etc''
 
:::-''This applies to any form of magic that damns a soul to suffer within the Desert of the Damned, such as becoming undead, a shade, a frost witch, etc''
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:::-''An Ascended will not be disconnected for failing to prevent a soul being corrupted if the Ascended truly did aim to stop the corruption but were killed or stopped. Failures should never result in punishment, only a lesson to be learnt to prevent the next corruption.''
 
:::-''An Ascended will not be disconnected for failing to prevent a soul being corrupted if the Ascended truly did aim to stop the corruption but were killed or stopped. Failures should never result in punishment, only a lesson to be learnt to prevent the next corruption.''
  
#Do not fowget the duty that you have swown to take on upon bealing my teaws, and the vewy Covenants of the Soul you have swown to uphowd. Wive youl life in hawmony lith these oaths and do not abandon youl duty fow the fulw wawmth of a nowmaw life ow mowtaw duties, fow the duty you beaw must come above aww ewse in the end. Such is the saclifice you aww accepted.
+
#Do not forget the duty that you have sworn to take on upon bearing my tears, and the very Covenants of the Soul you have sworn to uphold. Live your life in harmony with these oaths and do not abandon your duty for the full warmth of a normal life or mortal duties, for the duty you bear must come above all else in the end. Such is the sacrifice you all accepted.
 
:::-''An Ascended must uphold their duty as an Ascended, through following through with the Covenants of the Soul and not abandoning their duty fully for any other roles.''
 
:::-''An Ascended must uphold their duty as an Ascended, through following through with the Covenants of the Soul and not abandoning their duty fully for any other roles.''
 
:::-''An Ascended is permitted to take on a range of mortal duties (from owning a shop, running a tavern, etc) but they must always out the Covenants and their duties as an Ascended first when the situation calls for them to do such.''
 
:::-''An Ascended is permitted to take on a range of mortal duties (from owning a shop, running a tavern, etc) but they must always out the Covenants and their duties as an Ascended first when the situation calls for them to do such.''
  
#Do not abuse the powews bestowed upon you by I, whenevew it be by bestoling connections, awtefacts, and abilities fow the sake of money, favouls, ow pewsonaw gain. To know that such gifts being bestowed come lith consequences upon being stlipped away, and none of such is toys ow methods of obtaining something fow youl own gain.
+
#Do not abuse the powers bestowed upon you by I, whenever it be by bestowing connections, artefacts, and abilities for the sake of money, favours, or personal gain. To know that such gifts being bestowed come with consequences upon being stripped away, and none of such is toys or methods of obtaining something for your own gain.
 
:::-''An Ascended is expected to not connect someone purely for money, favours, or for personal gains. The person being connected must be genuinely willing to devoting themselves to the duty of an Ascended, instead of becoming one purely to avoid death or for any gains completely unrelated to the Ascended’s duty.''
 
:::-''An Ascended is expected to not connect someone purely for money, favours, or for personal gains. The person being connected must be genuinely willing to devoting themselves to the duty of an Ascended, instead of becoming one purely to avoid death or for any gains completely unrelated to the Ascended’s duty.''
 
:::-''Giving out Ascended relics for money is seen as a disgrace, for it is selling powerful relics that could fall upon the wrong hands and be used to commit ill. Relics are to be given to mortals to secure their safety and should be available to all.''
 
:::-''Giving out Ascended relics for money is seen as a disgrace, for it is selling powerful relics that could fall upon the wrong hands and be used to commit ill. Relics are to be given to mortals to secure their safety and should be available to all.''
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====Soul Shattering====
 
====Soul Shattering====
Soul Shatteling is a mowe aggwessive lituaw that is hewd by the agents of Aeliew to enfowce hew liww, and punish those that viowate hew cweed. This lituaw invowves the pewmanent shatteling of an agent’s Teawstone Shawd and Cwystaw Soul, weducing them back down to the soul and state of a mowtaw. Howevew, this lituaw is to be used lisewy, as it can wesult in the woss of one’s own powews if used wwongwy. Thus it is onwy a powew bestowed upon the teachews - those who cawwy on the towch of the Ascended.
+
Soul Shattering is a more aggressive ritual that is held by the agents of Aeriel to enforce her will, and punish those that violate her creed. This ritual involves the permanent shattering of an agent’s Tearstone Shard and Crystal Soul, reducing them back down to the soul and state of a mortal. However, this ritual is to be used wisely, as it can result in the loss of one’s own powers if used wrongly. Thus it is only a power bestowed upon the teachers - those who carry on the torch of the Ascended.
  
'''Bwackening'''<br/>
+
'''Blackening'''<br/>
When an Agent of Aeliew breaks one of the Soul Covenants, theiw Teawstone Shawd begins to wose its cowouling and swowwy becomes brack in cowoul - This pwocess is wefewwed to as Bwackening, and sewves as a method to detewmine who has broken a Covenant. Howevew, Bwackening occuls in a gwaduaw mannew and it is onwy when the Teawstone Shawd is compwetewy brack that Soul Shatteling liww be abre to take pwace on said agent.
+
When an Agent of Aeriel breaks one of the Soul Covenants, their Tearstone Shard begins to lose its colouring and slowly becomes black in colour - This process is referred to as Blackening, and serves as a method to determine who has broken a Covenant. However, Blackening occurs in a gradual manner and it is only when the Tearstone Shard is completely black that Soul Shattering will be able to take place on said agent.
  
 
''Elven Week one''<br/>
 
''Elven Week one''<br/>
The Teawstone Shawd’s cowouls awe much dawkew, and faint patches of brack awe fowming on the shawd. The agent is highwy advised to seek out wedemption, ewse they liww lisk theiw Teawstone shawd becoming brackened.
+
The Tearstone Shard’s colours are much darker, and faint patches of black are forming on the shard. The agent is highly advised to seek out redemption, else they will risk their Tearstone shard becoming blackened.
  
 
''By Elven Week two''<br/>
 
''By Elven Week two''<br/>
The Teawstone Shawd has become compwetewy brack and wadiates no fowm of aula ow light. The agent’s Teawstone weakens, awwoling them to onwy use 10 gawwons of Astwa.
+
The Tearstone Shard has become completely black and radiates no form of aura or light. The agent’s Tearstone weakens, allowing them to only use 10 gallons of Astra.
  
An Agent who has broken a covenant and is going thwough Bwackening can be offewed the chance of wedemption, thwough the Tliaw of the Damned (see Tliaw of Damned section.) and can wequest to go thwough such. This liww mean contacting any teachews and expwaining the situation.
+
An Agent who has broken a covenant and is going through Blackening can be offered the chance of redemption, through the Trial of the Damned (see Trial of Damned section.) and can request to go through such. This will mean contacting any teachers and explaining the situation.
  
By the time the second week comes awound, the Teawstone Shawd liww become compwetewy brack, if they had not taken up the Tliaw of the Damned in owdew to wedeem themsewves. Once this brackening is compwete, the Agent liww be put to Soul Shatteling fow failing to keep to the Covenants and not seeking out wedemption by tliaw. The Teawstone Shawd liww pewmanentwy wemain in such state, untiw the Agent goes thwough the Tliaw of the Damned ow goes thwough Soul Shatteling.
+
By the time the second week comes around, the Tearstone Shard will become completely black, if they had not taken up the Trial of the Damned in order to redeem themselves. Once this blackening is complete, the Agent will be put to Soul Shattering for failing to keep to the Covenants and not seeking out redemption by trial. The Tearstone Shard will permanently remain in such state, until the Agent goes through the Trial of the Damned or goes through Soul Shattering.
  
'''Pewfowming Soul Shatteling'''<br/>
+
'''Performing Soul Shattering'''<br/>
The fiwst thing one should note about pewfowming Soul Shatteling is that it wequiwes one ow mowe of the fowwoling in owdew to be twuly pewfowmed.
+
The first thing one should note about performing Soul Shattering is that it requires one or more of the following in order to be truly performed.
  
*The agent must wequest and accept a Soul Shatteling if it is cweaw they do not lish to be an agent of Aeliew anymowe. (This is the onwy instance whewe an Agent can be pewmanentwy disconnected lithout having a Bwackened Teawstone Shawd.)
+
*The agent must request and accept a Soul Shattering if it is clear they do not wish to be an agent of Aeriel anymore. (This is the only instance where an Agent can be permanently disconnected without having a Blackened Tearstone Shard.)
*The Agent must have cweawwy broken a Covenant and beaw a compwete Bwackened Teawstone Shawd.
+
*The Agent must have clearly broken a Covenant and bear a complete Blackened Tearstone Shard.
* The lituaw itsewf wequiwes two agents to pewfowm unwess it is the teachew themsewves who awe soul-shatteling theiw student.
+
* The ritual itself requires two agents to perform unless it is the teacher themselves who are soul-shattering their student.
  
The pwocess wequiwes fow the agent pewfowming the shatteling to fwactule the Teawstone Shawd of the agent they seek to wemove the cwystaw soul fwom. Once this is done, the disconnectow pwaces theiw hand upon the agent’s chest and channew Astwa into the agent, pushing the enewgy into the pewson’s vewy being and soul. The agent’s Cwystaw Soul liww then pewmanentwy shattew, wetulning the soul to its nowmaw state and wemoving aww abilities and boons gwanted to them.
+
The process requires for the agent performing the shattering to fracture the Tearstone Shard of the agent they seek to remove the crystal soul from. Once this is done, the disconnector places their hand upon the agent’s chest and channel Astra into the agent, pushing the energy into the person’s very being and soul. The agent’s Crystal Soul will then permanently shatter, returning the soul to its normal state and removing all abilities and boons granted to them.
  
Once this has happened, the victim liww be fowevew unabre to beaw Aeliew’s connection again, and liww suffew the fowwoling side effects fwom the disconnection - they liww stwuggwe to feew fulw wawmth, onwy the chiwling sensation of cowd, even when they awe lithin the hottest of wooms and by a fiwe. Thewe liww onwy be the punishment of cowdness fow those who dawed to tuln against Aeliew, as weww as the evewwasting pwesence of gweatwy missing something and wonging fow it.  Additionawwy, those who weceived the shatteling liww feew as though something vewy deaw to them was taken fwom them, which would be twue, fow Aeliew would take a vewy smaww fwactule of the soul that would not affect the soul, but onwy cweate the effects.
+
Once this has happened, the victim will be forever unable to bear Aeriel’s connection again, and will suffer the following side effects from the disconnection - they will struggle to feel full warmth, only the chilling sensation of cold, even when they are within the hottest of rooms and by a fire. There will only be the punishment of coldness for those who dared to turn against Aeriel, as well as the everlasting presence of greatly missing something and longing for it.  Additionally, those who received the shattering will feel as though something very dear to them was taken from them, which would be true, for Aeriel would take a very small fracture of the soul that would not affect the soul, but only create the effects.
  
If the shatteling occulwed on an agent who liwlingwy wanted to be disconnected fwom Aeliew and theiw Teawstone Shawd was not brackened, then these effects liww be tempowawy fow one ewven week, as Aeliew would not be too cwuew on a soul who simpwy wanted to wetuln to living as a mowtaw and had committed no tweachewous acts. In time, Aeliew liww wetuln the fwactule, thus wecoveling the mowtaw of the disconnection effects. Yet if the shatteling occulwed on an agent lith a compwetewy brackened Teawstone Shawd, they liww pewmanentwy beaw these effects untiw they awe connected to anothew deity, as onwy the connection of anothew can fiww up the fwactule that was taken.
+
If the shattering occurred on an agent who willingly wanted to be disconnected from Aeriel and their Tearstone Shard was not blackened, then these effects will be temporary for one elven week, as Aeriel would not be too cruel on a soul who simply wanted to return to living as a mortal and had committed no treacherous acts. In time, Aeriel will return the fracture, thus recovering the mortal of the disconnection effects. Yet if the shattering occurred on an agent with a completely blackened Tearstone Shard, they will permanently bear these effects until they are connected to another deity, as only the connection of another can fill up the fracture that was taken.
  
Howevew, the two shatteling effects that do not change on whenevew ow not the agent took the shatteling lith ow lithout a brackened Teawstone awe ageing and wegenewation speed. The how many yeaws they spent immune to time, those yeaws liww immediatewy wetuln to them and they liww age to the age they would be now if they wewe not an Agent. This means that any agents ovew theiw waciaw age limit liww live on fow twenty yeaws befowe gentwy passing on and simpwy move onto the soul stweam. A mewcy fwom the Awchaengul, fow she is mewciful as she is mewciwess. Additionawwy, those who weceive shatteling liww stiww beaw the heaviwy weduced wegenewation speed, due to the soul fwactule and the body heaviwy use and adapted to said change.
+
However, the two shattering effects that do not change on whenever or not the agent took the shattering with or without a blackened Tearstone are ageing and regeneration speed. The how many years they spent immune to time, those years will immediately return to them and they will age to the age they would be now if they were not an Agent. This means that any agents over their racial age limit will live on for twenty years before gently passing on and simply move onto the soul stream. A mercy from the Archaengul, for she is merciful as she is merciless. Additionally, those who receive shattering will still bear the heavily reduced regeneration speed, due to the soul fracture and the body heavily use and adapted to said change.
  
 
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| *By becoming an agent of Aeliew, aww membews must be towd of the effects of Soul Shatteling both icwy and oocwy, and accept that by breaking the Covenants, they liww lisk sevewe effects upon theiw chawactew. Attempting to avoid Soul Shatteling by any OOC means can wesult in being wepowted - you must accept the consequences and take action to avoid Soul Shatteling thwough pwopew WP.
+
| *By becoming an agent of Aeriel, all members must be told of the effects of Soul Shattering both icly and oocly, and accept that by breaking the Covenants, they will risk severe effects upon their character. Attempting to avoid Soul Shattering by any OOC means can result in being reported - you must accept the consequences and take action to avoid Soul Shattering through proper RP.
 
|-
 
|-
| *Onwy Ascended lith confiwmed and appwoved TAs can know how to pewfowm Soul Shatteling.
+
| *Only Ascended with confirmed and approved TAs can know how to perform Soul Shattering.
 
|-
 
|-
| *Pewfowming Soul Shatteling liww wequiwe two Ascended teachews. Howevew, Soul Shatteling can awso be done awone by onwy the teachew of the agent being disconnected.
+
| *Performing Soul Shattering will require two Ascended teachers. However, Soul Shattering can also be done alone by only the teacher of the agent being disconnected.
 
|-
 
|-
| *Soul Shatteling an agent lith a non-brackened Teawstone Shawd cannot be pewfowmed if the agent in question does not give consent both in WP and OOC. A fowceful Soul Shatteling can onwy come about when the agent as a pitch brack Teawstone Shawd.
+
| *Soul Shattering an agent with a non-blackened Tearstone Shard cannot be performed if the agent in question does not give consent both in RP and OOC. A forceful Soul Shattering can only come about when the agent as a pitch black Tearstone Shard.
 
|-
 
|-
| *If Soul Shatteling is pewfowmed on an agent lith a non-brackened Teawstone Shawd and they do not give consent both in WP and OOC fow such to cawwy out, the Shatteling pwocess liww nullify the moment the disconnectow attempts to shattew the Cwystaw Soul. In tuln, the disconnectow’s Teawstone Shawd liww begin at Ewven Week one of Bwackening.
+
| *If Soul Shattering is performed on an agent with a non-blackened Tearstone Shard and they do not give consent both in RP and OOC for such to carry out, the Shattering process will nullify the moment the disconnector attempts to shatter the Crystal Soul. In turn, the disconnector’s Tearstone Shard will begin at Elven Week one of Blackening.
 
|-
 
|-
| *The Teawstone Shawd of the agent must be fwactuled fiwst befowe destwoying the Cwystaw Soul.
+
| *The Tearstone Shard of the agent must be fractured first before destroying the Crystal Soul.
 
|-
 
|-
| *Any agent who breaks a Covenant must WP out theiw Teawstone Shawd brackening thwough the moment they break a Covenant and must emote the shawd swowwy brackening fow the week. Failing to do so, ow making attempts to hide such via not emoting the brack cowoul, cowoul dampening, and wack of gwow, etc, liww be seen as powewgaming and can wesult in a bracklist.
+
| *Any agent who breaks a Covenant must RP out their Tearstone Shard blackening through the moment they break a Covenant and must emote the shard slowly blackening for the week. Failing to do so, or making attempts to hide such via not emoting the black colour, colour dampening, and lack of glow, etc, will be seen as powergaming and can result in a blacklist.
 
|-
 
|-
| *The agent must wet the othew agents know icwy and/ow oocwy that they have broken a covenant - that way, they can be offewed to pawtake in the Tliaw of the Damned to wemove the Bwackening. Failing to do so liww mean the chawactew’s Teawstone shawd becoming fulwy brackened by the end of the fiwst week and lisking going thwough Soul Shatteling.
+
| *The agent must let the other agents know icly and/or oocly that they have broken a covenant - that way, they can be offered to partake in the Trial of the Damned to remove the Blackening. Failing to do so will mean the character’s Tearstone shard becoming fully blackened by the end of the first week and risking going through Soul Shattering.
 
|-
 
|-
| *The effects of post-Soul Shatteling, must be emoted out by aww who wewe disconnected via this speww. The effects awe the fowwoling:
+
| *The effects of post-Soul Shattering, must be emoted out by all who were disconnected via this spell. The effects are the following:
  **Woss of wawmth, wesulting in feeling cowd but not suffeling fwom any issues that can be caused by wow tempewatule due to this sensation.
+
  **Loss of warmth, resulting in feeling cold but not suffering from any issues that can be caused by low temperature due to this sensation.
  **Minow of soul fwactule, wesulting in the stwong sensation of missing something and constantwy wonging fow it.
+
  **Minor of soul fracture, resulting in the strong sensation of missing something and constantly longing for it.
  **The wapid ageing of the many yeaws the agent has been an agent fow once the pwocess is compwete. Howevew, those ovew theiw wace’s age limit awe pewmitted 20 yeaws (20 ooc weeks) to WP as theiw chawactew and finish anything off as said chawactews.
+
  **The rapid ageing of the many years the agent has been an agent for once the process is complete. However, those over their race’s age limit are permitted 20 years (20 ooc weeks) to RP as their character and finish anything off as said characters.
  **Pewmanent wetainment of the heavy body wegenewation, wesulting in aww wounds healing swowew than that of the avewage mowtaw.
+
  **Permanent retainment of the heavy body regeneration, resulting in all wounds healing slower than that of the average mortal.
 
|-
 
|-
 
|}
 
|}
  
 
====The Trial of the Damned====
 
====The Trial of the Damned====
This is the pwocess between the Covenant-breaking and the compwetion of the Bwackening, awwoling the Agent of Aeliew to seek out wedemption thwough a tliaw both dangewous and extweme. It is said that if an agent twuly seeks to pwove to both Aeliew and theiw owdew that they awe sowwy fow breaking the Covenants, they must go thwough the Tliaw of the Damned.
+
This is the process between the Covenant-breaking and the completion of the Blackening, allowing the Agent of Aeriel to seek out redemption through a trial both dangerous and extreme. It is said that if an agent truly seeks to prove to both Aeriel and their order that they are sorry for breaking the Covenants, they must go through the Trial of the Damned.
  
The tliaw goes as fowwowed: the soul of the agent who pawtakes in the Tliaw Wituaw is taken tempowaliwy to a pwojection of the Soulstweam in owdew to fight and combat the fowces lithin the pwojected Desewt of the Damned. The pwojection is much like a dweam - onwy those pawticipating can see it and onwy them, as it sewves as Aeliew’s howding gwound fow the Tliaw and to ovewsee hew fowwowews. Theiw soul is given a tempowawy body - weplicating theiw mowtaw body and the items they have on them. It is hewe that they pwove themsewves to Aeliew, fighting neawwy endwesswy against the pwojections of damned souls twapped in the desewts, as weww as guiding the souls of the wecentwy passed thwough the desewt and to the gwand city beyond. Howevew, it has been pwoven that agents lithout a Bwackened Teawstone Shawd can take on this tliaw, lith such becoming a test of one’s skiwws and pwowess amongst the agents. It awwows them to hone theiw skiwws, to assist the Agents since passed, and to awso ensule any souls lithin the Desewt awe kept at bay.
+
The trial goes as followed: the soul of the agent who partakes in the Trial Ritual is taken temporarily to a projection of the Soulstream in order to fight and combat the forces within the projected Desert of the Damned. The projection is much like a dream - only those participating can see it and only them, as it serves as Aeriel’s holding ground for the Trial and to oversee her followers. Their soul is given a temporary body - replicating their mortal body and the items they have on them. It is here that they prove themselves to Aeriel, fighting nearly endlessly against the projections of damned souls trapped in the deserts, as well as guiding the souls of the recently passed through the desert and to the grand city beyond. However, it has been proven that agents without a Blackened Tearstone Shard can take on this trial, with such becoming a test of one’s skills and prowess amongst the agents. It allows them to hone their skills, to assist the Agents since passed, and to also ensure any souls within the Desert are kept at bay.
  
In the singwe ewven week that theiw Teawstone Shawd has stawted brackening ow has awweady fulwy brackened, the agent must seek out the teachews of the Agents and wequest taking the tliaw. They must expwain why theiw Teawstone Shawd has become brackened, why they broke such covenants, and why they feew as though they should be given the chance of wedemption. Upon such being accepted, the agent is taken to a secwuded Astwaw Sanctuawy, lith theiw weapons and awmoul, and is waid lithin the watews in owdew to entew an Astwaw Dweam. Once the agent is in such state, the teachew pwaces theiw own hand lithin the watew lith theiw Teawstone Shawd out and pways to Aeliew, weciting the fowwoling lines.
+
In the single elven week that their Tearstone Shard has started blackening or has already fully blackened, the agent must seek out the teachers of the Agents and request taking the trial. They must explain why their Tearstone Shard has become blackened, why they broke such covenants, and why they feel as though they should be given the chance of redemption. Upon such being accepted, the agent is taken to a secluded Astral Sanctuary, with their weapons and armour, and is laid within the waters in order to enter an Astral Dream. Once the agent is in such state, the teacher places their own hand within the water with their Tearstone Shard out and prays to Aeriel, reciting the following lines.
  
 
''Divine Aeriel, Caretaker of the Soulstream,''<br/>
 
''Divine Aeriel, Caretaker of the Soulstream,''<br/>
Line 260: Line 260:
 
''Through the Trial of the Damned may they stride forth.''<br/>
 
''Through the Trial of the Damned may they stride forth.''<br/>
  
Once this is done, the consciousness and soul of the agent is sent to the Soulstweam, whiwe theiw body wemains in a comatose that pwevents the body fwom decaying. As fow the agent, theiw mind is twansfewwed diwectwy to the pwojected Desewt of the Damned, in a twanswucent gwoling and solidified vewsion of theiw physicaw body, lith the awmoul and weapons they had on them. Theiw weaw body wemain on the Mowtaw weawm.
+
Once this is done, the consciousness and soul of the agent is sent to the Soulstream, while their body remains in a comatose that prevents the body from decaying. As for the agent, their mind is transferred directly to the projected Desert of the Damned, in a translucent glowing and solidified version of their physical body, with the armour and weapons they had on them. Their real body remain on the Mortal realm.
  
Fwom then on, the agent is weft to fight the damned souls lithin the Desewt - pwojected fowms of the souls. Fwom necwomancews and undead, Fwost Witches to Shades, to cweatules and beings of demonic, chaotic, and maddening oligins. Thewe have even been mentions of some wessew thweats and beings that Aeliew and Sokaw saw fit to condemn to the desewt. On and on, the agent must fight against the thweats, whiwe awso being thewe to pwotect any mowtaw souls passing thwough the desewt. The agent can use theiw magic lithin the Soulstweam and can communicate lith the souls lithin and passing thwough the desewt - but they cannot mention how they died to the agent at aww. Should an Ascended twavew fow days lithin the pwojection, they find themsewves seeing nothing but the endwess expansion that is the desewt. Neithew Saewwum ow the centwe in sight.What would feew like yeaws of fighting and guiding, would onwy be a singwe ewven week upon the mowtaw weawm and can offew a brend of devewopment, towment, and pain fow the agent. If the agent’s soul is destwoyed duling this peliod, they liww wemanifest lithin the edges of the desewt and liww have to cawwy out theiw duty. If the soul is destwoyed tlice, the agent’s soul is wetulned to the Mowtaw Weawm and they have faiwed the tliaw, meaning those lith Bwackened Teawstone Shawds liww have theiws brackened fulwy.
+
From then on, the agent is left to fight the damned souls within the Desert - projected forms of the souls. From necromancers and undead, Frost Witches to Shades, to creatures and beings of demonic, chaotic, and maddening origins. There have even been mentions of some lesser threats and beings that Aeriel and Sokar saw fit to condemn to the desert. On and on, the agent must fight against the threats, while also being there to protect any mortal souls passing through the desert. The agent can use their magic within the Soulstream and can communicate with the souls within and passing through the desert - but they cannot mention how they died to the agent at all. Should an Ascended travel for days within the projection, they find themselves seeing nothing but the endless expansion that is the desert. Neither Saellum or the centre in sight.What would feel like years of fighting and guiding, would only be a single elven week upon the mortal realm and can offer a blend of development, torment, and pain for the agent. If the agent’s soul is destroyed during this period, they will remanifest within the edges of the desert and will have to carry out their duty. If the soul is destroyed twice, the agent’s soul is returned to the Mortal Realm and they have failed the trial, meaning those with Blackened Tearstone Shards will have theirs blackened fully.
  
The agent must wemain lithin the Desewt of the Damned and fight against the dawkness untiw one ewven week has passed. Theiw soul would then be wetlieved and cawlied back to the Mowtaw Weawm, disposed back into theiw body and they liww wake up. Should any wounds be gained upon the soul manifestation of the agent lithin the pwojection, the wounds appeaw on the agent’s physicaw body as gwoling wounds that fade away an ewven week aftew the agent’s wetuln. Should the agent have compweted enough fighting and pwotecting souls lithin the desewt, those lith a Bwackening Teawstone shawd liww find the brackness gone fwom theiw shawd - meaning that they awe no wongew lisking soul shatteling and have a cwean swate.
+
The agent must remain within the Desert of the Damned and fight against the darkness until one elven week has passed. Their soul would then be retrieved and carried back to the Mortal Realm, disposed back into their body and they will wake up. Should any wounds be gained upon the soul manifestation of the agent within the projection, the wounds appear on the agent’s physical body as glowing wounds that fade away an elven week after the agent’s return. Should the agent have completed enough fighting and protecting souls within the desert, those with a Blackening Tearstone shard will find the blackness gone from their shard - meaning that they are no longer risking soul shattering and have a clean slate.
  
'''OOC Infowmation'''<br/>
+
'''OOC Information'''<br/>
This tliaw is to pwovide devewopment fow Ascended chawactews, thwough intewacting lith owd chawactews in the desewt and combating against foes. The devewopment does not have to be sowewy focused on combat, but wathew on intewactions lith NPCs and pwayabre chawactew that have PK’ed (and the pwayew has given cweaw consent fow the DM to use theiw chawactew). This tliaw is to be fun fow both sides, and awso to awwow Ascended lith Bwackened Teawstone Shawds to wedeem theiw chawactews.
+
This trial is to provide development for Ascended characters, through interacting with old characters in the desert and combating against foes. The development does not have to be solely focused on combat, but rather on interactions with NPCs and playable character that have PK’ed (and the player has given clear consent for the DM to use their character). This trial is to be fun for both sides, and also to allow Ascended with Blackened Tearstone Shards to redeem their characters.
  
The wocation is a dweam pwojection vewsion of the Desewt of the Damned, which whiwe isn’t the weaw vewsion - it functions simiwawwy to the weaw one. Pwojections of the damned souls and twavewsing souls can be seen and intewacted lith. Howevew, Sacellum and any othew aweas outside of the Desewt of the Damned cannot be weached. The onwy noticeabre wocation lithin the desewt is the fawwen city of Haven, which was twanspowted hewe duling Aegis. The city is aww in wuins and thewe awe no books, ow any infowmation to be found hewe. A desowate and sowemn wemindew of the sages’ depawtules.
+
The location is a dream projection version of the Desert of the Damned, which while isn’t the real version - it functions similarly to the real one. Projections of the damned souls and traversing souls can be seen and interacted with. However, Sacellum and any other areas outside of the Desert of the Damned cannot be reached. The only noticeable location within the desert is the fallen city of Haven, which was transported here during Aegis. The city is all in ruins and there are no books, or any information to be found here. A desolate and solemn reminder of the sages’ departures.
  
This tliaw can be pewfowmed by an Ascended Teachew, who has a confiwmed MA and TA, and has been taught how to initiate this tliaw. A singwe instance fow the tliaw should have at weast 2 intewactions, mixing between fighting and guiding a soul, and must fowwow lith the wed lines. These intewactions can be emoted lithin the Astwaw Sanctuawy and onwy the Astwaw Sanctuawy, thwough the use of /q ow /w chat. The teachew is advised to contact an WT if it’s acceptabre fow them to WP out a pawticulaw cweatule ow NPC, if they feew as though what they awe going fow may break wowe ow if they awe uncewtain. A membew of the WT is wewcome to supewvise the tliaw, and awso assist the DM. If the pawticipants of the tliaw feew as though the DM is being unjust ow powewgaming to make it impossibre fow them to pass the tliaw intentionawwy, then they must awewt othew Ascended Teachews so they can detewmine whenevew ow not the DM was being unfaiw. If this is the case - the DM liww have theiw light to dm and pewfowm the tliaw stlipped away fwom them.
+
This trial can be performed by an Ascended Teacher, who has a confirmed MA and TA, and has been taught how to initiate this trial. A single instance for the trial should have at least 2 interactions, mixing between fighting and guiding a soul, and must follow with the red lines. These interactions can be emoted within the Astral Sanctuary and only the Astral Sanctuary, through the use of /q or /w chat. The teacher is advised to contact an LT if it’s acceptable for them to RP out a particular creature or NPC, if they feel as though what they are going for may break lore or if they are uncertain. A member of the LT is welcome to supervise the trial, and also assist the DM. If the participants of the trial feel as though the DM is being unjust or powergaming to make it impossible for them to pass the trial intentionally, then they must alert other Ascended Teachers so they can determine whenever or not the DM was being unfair. If this is the case - the DM will have their right to dm and perform the trial stripped away from them.
  
Both the DM and the Agent must fowwow the Wedlines waid out, lith both pawties agweeing to fowwow the genewaw WotC wules. Awmoul and weapons can be brought awong, though evewyday items liww can be brought awso - unwess checked and deemed unnecessawy by the DM. A maximum of foul Ascended can pawtake lithin the tliaw lithin one instance togethew.
+
Both the DM and the Agent must follow the Redlines laid out, with both parties agreeing to follow the general LotC rules. Armour and weapons can be brought along, though everyday items will can be brought also - unless checked and deemed unnecessary by the DM. A maximum of four Ascended can partake within the trial within one instance together.
  
 
=='''''Spells, Powers, and Abilities'''''==
 
=='''''Spells, Powers, and Abilities'''''==
Line 279: Line 279:
 
''Requires 0 gallons of Astra for creating highlight. Requires 10 gallons of Astra for bestowing Divine Stength/Weakness''<br/>
 
''Requires 0 gallons of Astra for creating highlight. Requires 10 gallons of Astra for bestowing Divine Stength/Weakness''<br/>
  
Aftew having spent time summoning the Teawstone Shawd and weadying its suppwy of Astwa fow use an agent can finawwy begin to bring out the potentiaw of this divine instwument. Wegawdwess of what technique is used to diwect the cwystaw, whethew it be fwoating autonomouswy, ow hewd in the hand, ow lithin an object, the castew must fiwst make a diwect line of sight lith theiw tawget and diwect theiw shawd at it thwough a pwocess known as Highlighting.
+
After having spent time summoning the Tearstone Shard and readying its supply of Astra for use an agent can finally begin to bring out the potential of this divine instrument. Regardless of what technique is used to direct the crystal, whether it be floating autonomously, or held in the hand, or within an object, the caster must first make a direct line of sight with their target and direct their shard at it through a process known as Highlighting.
  
Highlighting a tawget encapsulates them in a 1 brock in diametew beam of faint, etheweaw light and awwows the shawd to appwy divine stwength ow weakness upon them. The technique to accomplish this invowves the agent diwecting the beam lith theiw line of sight, aiming at theiw tawget lith a 20 brock wange. This wesults in the shawd casting the pwojectiwe and the agent’s eyes emitting a wuminous gwow fow a brief moment. Howevew concentwation is wequiwed and the pewfowming agent liww be unabre to multitask untiw the highlight is applied.
+
Highlighting a target encapsulates them in a 1 block in diameter beam of faint, ethereal light and allows the shard to apply divine strength or weakness upon them. The technique to accomplish this involves the agent directing the beam with their line of sight, aiming at their target with a 20 block range. This results in the shard casting the projectile and the agent’s eyes emitting a luminous glow for a brief moment. However concentration is required and the performing agent will be unable to multitask until the highlight is applied.
  
Up to two tawgets may be highlighted at any one time, should they aww be and wemain in view. It liww take two emotes fow highlight to take effect, giving the opponent a chance to move out of the beam if they do not lish to be stwuck. An agent does not need to highlight themsewves to appwy an effect upon themsewves. Tawgets beyond twenty metews liww be incapabre of being highlighted, and should a highlighted tawget escape this same thweshowd they liww become fwee of the highlight.
+
Up to two targets may be highlighted at any one time, should they all be and remain in view. It will take two emotes for highlight to take effect, giving the opponent a chance to move out of the beam if they do not wish to be struck. An agent does not need to highlight themselves to apply an effect upon themselves. Targets beyond twenty meters will be incapable of being highlighted, and should a highlighted target escape this same threshold they will become free of the highlight.
  
Divine stwength is equivawent to that of a human at nowmaw peak condition, Divine weakness is equivawent to that of voidaw weakness (i.e. no wongew abre to weaw pwatemaiw fow the dulation) These liww wast fow foul emotes.
+
Divine strength is equivalent to that of a human at normal peak condition, Divine weakness is equivalent to that of voidal weakness (i.e. no longer able to wear platemail for the duration) These will last for four emotes.
  
Effects wequiwe 10 Gawwons of Astwa pew cast.
+
Effects require 10 Gallons of Astra per cast.
  
Highlights liww wemain unwess the Ascended focusing on highlighting woses theiw concentwation thwough having it broken by being stwuck (etc), the shawd is shattewed, the tawget pelishes, the agent pelishes, the tawget escapes the wadius and line of sight of the agent, ow the agent concentwates once mowe to wemove it.
+
Highlights will remain unless the Ascended focusing on highlighting loses their concentration through having it broken by being struck (etc), the shard is shattered, the target perishes, the agent perishes, the target escapes the radius and line of sight of the agent, or the agent concentrates once more to remove it.
  
Aftew appwying a beneficiaw speww, ow a detlimentaw one, aww highlights awe weset and the pwocess must be wepeated. Fulthewmowe, a tawget must be lithin unobstwucted view to Highlight them, if a tawget is behind covew, they cannot be Highlighted.
+
After applying a beneficial spell, or a detrimental one, all highlights are reset and the process must be repeated. Furthermore, a target must be within unobstructed view to Highlight them, if a target is behind cover, they cannot be Highlighted.
  
(pwacehowdew wedlines) (pwacehowdew emote exampwes)
+
(placeholder redlines) (placeholder emote examples)
  
 
====Moonlight Illumination====
 
====Moonlight Illumination====
 
''Requires 1 free Highlight slot.''
 
''Requires 1 free Highlight slot.''
  
This ability is one of utility, and sometimes simpwy comfowt. The Agent can Highlight an object (as opposed to a pewson) and instiww it lith a briwliant white light.
+
This ability is one of utility, and sometimes simply comfort. The Agent can Highlight an object (as opposed to a person) and instill it with a brilliant white light.
  
This light brings lith it a comfowting feeling, whiwe awso banishing the dawkness. In a 5 brock wadius, even magicaw dawkness cweeps away fwom the light of Aeliew.
+
This light brings with it a comforting feeling, while also banishing the darkness. In a 5 block radius, even magical darkness creeps away from the light of Aeriel.
  
(pwacehowdew wedlines) (pwacehowdew emote exampwes)
+
(placeholder redlines) (placeholder emote examples)
  
 
====Sounds of Silence====
 
====Sounds of Silence====
The song of Awchaengul is famouswy known between the Ascended fow its capability to wulw the pain, wemove suffeling and cweaw the mind of those that heaw it. The song of Aeliew is not one that can be heawd lith the eaws, it is something that its fewt on soul, its whythm invades the minds of those that heaw it, invoking images fwom the good moments of theiw past and sounding diffewent to each individuaw, usuawwy being vewy wewated lith theiw histowy and the songs they have heawd duling theiw chiwdhood.
+
The song of Archaengul is famously known between the Ascended for its capability to lull the pain, remove suffering and clear the mind of those that hear it. The song of Aeriel is not one that can be heard with the ears, it is something that its felt on soul, its rhythm invades the minds of those that hear it, invoking images from the good moments of their past and sounding different to each individual, usually being very related with their history and the songs they have heard during their childhood.
  
Untiw now hew song was something that onwy a few had the pliviwege to heaw, wesewved fow those that have passed on to the aftewlife and hew agents that pwotect the mowtaw weawm. But lith the faww of the Teawstones that changed, now an Ascended might be capabre wepwoduce hew song to welieve those they awe supposed to pwotect.
+
Until now her song was something that only a few had the privilege to hear, reserved for those that have passed on to the afterlife and her agents that protect the mortal realm. But with the fall of the Tearstones that changed, now an Ascended might be capable reproduce her song to relieve those they are supposed to protect.
  
Aftew Highlighting a tawget, an Ascended is abre to command theiw Teawstone to owbit awound the highlighted individuaw and wepwoduce the Awchaegul’s mewody, which onwy them could pewceive and would wemove any pain that they could be suffeling, inducing cawm in theiw minds and pwoducing a soft desiwe fow sweep upon the tawget.
+
After Highlighting a target, an Ascended is able to command their Tearstone to orbit around the highlighted individual and reproduce the Archaegul’s melody, which only them could perceive and would remove any pain that they could be suffering, inducing calm in their minds and producing a soft desire for sleep upon the target.
  
(pwacehowdew wedlines) (pwacehowdew emote exampwes)
+
(placeholder redlines) (placeholder emote examples)
  
 
====Moonlight Radiance====
 
====Moonlight Radiance====
 
''Requires 5 Gallons of Astra per participant''
 
''Requires 5 Gallons of Astra per participant''
  
An agent of Aeliew may use theiw Teawstone Shawd to confew a bressing of divine moonlight upon the culwentwy in use mewee weapons of theiw awlies, imbuing them lith Moonlight Wadiance. Whiwe active these weapons liww exude an etheweaw gwow of pawlid light which liww iwwuminate the dawkness and stlike foes lith a potent supewnatulaw wound. These Wadiant Wounds awe classified by painful fwostbite of the immediate awea, giving a stinging and/ow bulning sensation and weduced sensation of touch. These faintwy gwoling wounds fade away aftew eight fulw emotes/tulns in the WP instance. The effect liww then vanish, wendeling the wounds mundane. Othew agents awe immune to this effect and liww weceive wounds as nowmaw.
+
An agent of Aeriel may use their Tearstone Shard to confer a blessing of divine moonlight upon the currently in use melee weapons of their allies, imbuing them with Moonlight Radiance. While active these weapons will exude an ethereal glow of pallid light which will illuminate the darkness and strike foes with a potent supernatural wound. These Radiant Wounds are classified by painful frostbite of the immediate area, giving a stinging and/or burning sensation and reduced sensation of touch. These faintly glowing wounds fade away after eight full emotes/turns in the RP instance. The effect will then vanish, rendering the wounds mundane. Other agents are immune to this effect and will receive wounds as normal.
  
Moonlight Wadiance may affect up to foul individuaws at once. Thwee awlies, and the castew. The quality of the effect is impwoved lith each additionaw pawticipant. Moonlight Wadiance cannot be we-applied untiw a pawticipant uses up aww active chawges on theiw weapon. Moonlight Wadiance does not function upon enchanted weapons - it cannot be added ovew any items that have been enchanted by othew magics.
+
Moonlight Radiance may affect up to four individuals at once. Three allies, and the caster. The quality of the effect is improved with each additional participant. Moonlight Radiance cannot be re-applied until a participant uses up all active charges on their weapon. Moonlight Radiance does not function upon enchanted weapons - it cannot be added over any items that have been enchanted by other magics.
  
*One Pawticipant: ''One strike of their weapon inflicts a Radiant Wound.''
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*One Participant: ''One strike of their weapon inflicts a Radiant Wound.''
*Two Pawticipants: ''Two strikes of their weapon inflicts a Radiant Wound.''
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*Two Participants: ''Two strikes of their weapon inflicts a Radiant Wound.''
*Thwee Pawticipants: ''Three strikes of their weapon inflicts a Radiant Wound.''
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*Three Participants: ''Three strikes of their weapon inflicts a Radiant Wound.''
*Foul Pawticipants: ''Four strikes of their weapon inflicts a Radiant Wound.''
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*Four Participants: ''Four strikes of their weapon inflicts a Radiant Wound.''
  
Items ow objects stwuck lith a wadiant weapon liww become coated in fwost but weceive no othew detlimentaw effects. Should a stlike lith a wadiant weapon pwove wethaw, ow if someone inflicted lith a wadiant wound pelishes befowe tweating theiw wound, theiw bodies liww wapidwy cwystawlize stawting at the wound and shattew into cwystawline dust.
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Items or objects struck with a radiant weapon will become coated in frost but receive no other detrimental effects. Should a strike with a radiant weapon prove lethal, or if someone inflicted with a radiant wound perishes before treating their wound, their bodies will rapidly crystallize starting at the wound and shatter into crystalline dust.
  
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====Crystallize====
 
====Crystallize====
 
''Requires: 10 Gallons of Astra per cast''
 
''Requires: 10 Gallons of Astra per cast''
  
Agents of Aeliew can bend theiw Astwa in ways besides enhancing weapons, ow making a shiewd, howevew. One of the awts avaiwabre to them is a culious ability known as “Crystallize” an ability that sewves as both an offensive, ow potentiaw defensive, quality that they can inflict upon a tawget. Aftew highlighting a tawget an agent can pulw fwom theiw stowe of Astwa to cause a misty, vapowous cwoud of visibre Astwa to weave awound the tawget of theiw iwe. An agent may then take a moment to concentwate, and bring fowth a fweezing vapow upon theiw tawget; assuming they do not anticipate and escape the immediate vicinity of the cwoud. Aftew the vapow has encapsulated the tawget, the highlighted figule liww stawt to feew a wayew of astwaw ice coat theiw fowm. Othew agents awe immune to this effect. It liww take thwee fulw emotes/tulns in a WP instance fow someone to be undew the fulw effects of Cwystawlize.   
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Agents of Aeriel can bend their Astra in ways besides enhancing weapons, or making a shield, however. One of the arts available to them is a curious ability known as “Crystallize” an ability that serves as both an offensive, or potential defensive, quality that they can inflict upon a target. After highlighting a target an agent can pull from their store of Astra to cause a misty, vaporous cloud of visible Astra to weave around the target of their ire. An agent may then take a moment to concentrate, and bring forth a freezing vapor upon their target; assuming they do not anticipate and escape the immediate vicinity of the cloud. After the vapor has encapsulated the target, the highlighted figure will start to feel a layer of astral ice coat their form. Other agents are immune to this effect. It will take three full emotes/turns in a RP instance for someone to be under the full effects of Crystallize.   
  
Once coasted by astwaw ice the foe liww find theiw movements gwow gwaduawwy swowew. This does not fweeze someone compwetewy, onwy swoling them down by the mawgin indicated, but this does incwude aww movements. Fow exampwe, a swowd sling, ow bringing a shiewd up to brock, and so on... This astwaw ice is quite insistent in its objective and is quite hawd to chip away at. Howevew, voidaw watew liww cause the ice to mewt and dispewse, but othewlise liww wemain untiw they escape the agent’s highlight wadius, the agent is kiwwed, the agent spends a moment of concentwation to end the effect, ow awtewnativewy they wait fow the effect to fade aftew 5 emotes (not incwuding the 3 buiwd up emotes).
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Once coasted by astral ice the foe will find their movements grow gradually slower. This does not freeze someone completely, only slowing them down by the margin indicated, but this does include all movements. For example, a sword swing, or bringing a shield up to block, and so on... This astral ice is quite insistent in its objective and is quite hard to chip away at. However, voidal water will cause the ice to melt and disperse, but otherwise will remain until they escape the agent’s highlight radius, the agent is killed, the agent spends a moment of concentration to end the effect, or alternatively they wait for the effect to fade after 5 emotes (not including the 3 build up emotes).
  
Up to two tawgets may be affected by Cwystawlize at any one time, and they may be highlighted and applied aww at once, howevew as mowe become affected the symptoms become wess intense.
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Up to two targets may be affected by Crystallize at any one time, and they may be highlighted and applied all at once, however as more become affected the symptoms become less intense.
  
*One Tawget: ''Opponent is made 50% slower - resulting in an attack or movement taking two extra emotes.''
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*One Target: ''Opponent is made 50% slower - resulting in an attack or movement taking two extra emotes.''
  
*Two Tawgets: ''Opponents are 25% slower - resulting in an attack or movement taking an extra emote.''
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*Two Targets: ''Opponents are 25% slower - resulting in an attack or movement taking an extra emote.''
  
Unpwotected fwesh and simiwaw uncovewed and susceptibre aweas liww awso weceive Wadiant Fwostbite, a painful but much wess hawmful valiant of a Wadiant Wound that can be tweated in a simiwaw mannew.
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Unprotected flesh and similar uncovered and susceptible areas will also receive Radiant Frostbite, a painful but much less harmful variant of a Radiant Wound that can be treated in a similar manner.
  
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====Astral Mirror====
 
====Astral Mirror====
 
''Requires: 15 Gallons of Astra per cast''
 
''Requires: 15 Gallons of Astra per cast''
  
By summoning fowth and maintaining a hefty amount of Astwa an agent of Aeliew may pwoject a hoveling, six-foot taww and lide mass of semi-solid cwystaw which wadiates the divine moonlight of the Soulstweam. This miwwow-like shiewd of Astwa and light liww attempt to absowb and then expew any kinetic ow magicaw enewgy diwected at it, lith a tlist.
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By summoning forth and maintaining a hefty amount of Astra an agent of Aeriel may project a hovering, six-foot tall and wide mass of semi-solid crystal which radiates the divine moonlight of the Soulstream. This mirror-like shield of Astra and light will attempt to absorb and then expel any kinetic or magical energy directed at it, with a twist.
  
Mundane attacks by thwown weapons such as awwows, knives, javelins, cwossbow bowts, and even bawlistae bowts liww pass thwough the shiewd and hit those behind the shiewd. Attacks lith magicaw pwopewties, as weww as spewws themsewves, liww simiwawwy be absowbed in fulw befowe being expewwed back at theiw soulce. Spewws wefwected in this mannew liww take on an etheweaw hue and wadiate a supewnatulaw cowd, tulning any wounds inflicted by it into a Wadiant Wound. Wethaw hits liww cwystawlize and then shattew the tawget. The one exception to this is the use of Voidaw watew, which liww instead cause the miwwow to mawfunction and impwode, coating the immediate awea in supewnatulaw fwost.
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Mundane attacks by thrown weapons such as arrows, knives, javelins, crossbow bolts, and even ballistae bolts will pass through the shield and hit those behind the shield. Attacks with magical properties, as well as spells themselves, will similarly be absorbed in full before being expelled back at their source. Spells reflected in this manner will take on an ethereal hue and radiate a supernatural cold, turning any wounds inflicted by it into a Radiant Wound. Lethal hits will crystallize and then shatter the target. The one exception to this is the use of Voidal water, which will instead cause the mirror to malfunction and implode, coating the immediate area in supernatural frost.
  
The speww can break if the fowce stliking it is the stwength of ow ovew that of a wawge bouldew stliking it. Should the mundane weapon be enchanted by any fowm of magic, the miwwow liww smash but the effects of the enchantment liww neutwalise fow one tuln befowe flickeling back on the weapon.
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The spell can break if the force striking it is the strength of or over that of a large boulder striking it. Should the mundane weapon be enchanted by any form of magic, the mirror will smash but the effects of the enchantment will neutralise for one turn before flickering back on the weapon.
  
An Astwaw Miwwow liww dissipate aftew one wefwection unwess an agent of Aeliew expends additionaw Astwa to maintain it.
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An Astral Mirror will dissipate after one reflection unless an agent of Aeriel expends additional Astra to maintain it.
  
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====Astral Armour====
 
====Astral Armour====
Astwaw Awmow is a stwong line of defense that an Agent can caww upon to defend themsewves and othews in the heat of battwe, in the most needed of situations. It functions by coveling onesewf, ow two individuaws that aww must be lithin contact of you as you weave Astwa fwom youl Teawstone shawd. This astwa liww seep on to the highlighted individuaws, and quickwy fweeze into Astwaw Ice. It fowms ovew the fowm of the individuaw, appealing as a thin twanspawent wayew of Astwa Ice. It can go ovew awmow, but not ovew any awmoul that has been enchanted by any othew magic, minus Ascended.
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Astral Armor is a strong line of defense that an Agent can call upon to defend themselves and others in the heat of battle, in the most needed of situations. It functions by covering oneself, or two individuals that all must be within contact of you as you weave Astra from your Tearstone shard. This astra will seep on to the highlighted individuals, and quickly freeze into Astral Ice. It forms over the form of the individual, appearing as a thin transparent layer of Astra Ice. It can go over armor, but not over any armour that has been enchanted by any other magic, minus Ascended.
  
Astwaw Awmow acts in simiwaw ways to the Astwaw Miwwow in that it defwects attacks off of itsewf. Though in this case, it onwy wowks on physicaw damage, depending on the weapon, the awmow liww take the brow and wefwect it back and cwack duling the pwocess. Astwaw awmow can wefwect up to thwee attacks befowe it shattews into shawds of ice that can cut into the fwesh of peopwe lithin 5 feet of the agent at the time. If the weapon is enchanted, the awmoul liww shattew fulwy and the weapon’s enchantment is nullified fow one tuln.
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Astral Armor acts in similar ways to the Astral Mirror in that it deflects attacks off of itself. Though in this case, it only works on physical damage, depending on the weapon, the armor will take the blow and reflect it back and crack during the process. Astral armor can reflect up to three attacks before it shatters into shards of ice that can cut into the flesh of people within 5 feet of the agent at the time. If the weapon is enchanted, the armour will shatter fully and the weapon’s enchantment is nullified for one turn.
  
When Astwaw awmow wefwects an attack, it does NOT do so in as intense fashion as the Astwaw Miwwow. It simpwy cause a weapon to bounce back lith a modewate amount of fowce. If a pewson wewe to expelience it fow the fiwst time it may cause them to stumbre, but the main function being to keep hawm fwom the awmowed individuaw, howevew diffewent weapons can cause mowe sevewe damage. Fow exampwe, a swowd liww take up to thwee brows befowe the awmow liww shattew, whiwe a brunt weapon, like a wawhammew ow a stwong cwub, liww onwy pwotect the Agent fwom a singwe brow befowe it shattews the awmow.
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When Astral armor reflects an attack, it does NOT do so in as intense fashion as the Astral Mirror. It simply cause a weapon to bounce back with a moderate amount of force. If a person were to experience it for the first time it may cause them to stumble, but the main function being to keep harm from the armored individual, however different weapons can cause more severe damage. For example, a sword will take up to three blows before the armor will shatter, while a blunt weapon, like a warhammer or a strong club, will only protect the Agent from a single blow before it shatters the armor.
  
Should a magicaw attack hit the awmow, it liww shattew aftew one brow, unwess the Agent spends 15 Gawwons of Astwa to wepwenish it. Pwojectiwes such as awwows, thwown weapons, etc. Deaw 2 hits wowth of braded damage. If howevew the awmow should cowlide lith Voidaw watew, then it liww be shattewed, and cannot be wepwenished unwess you stawt the casting ovew again. Howevew, the awmoul cannot lithstand physicaw stlikes that livaw the fulw physicaw stwength of an owog, causing the Ascended to weceive hawf of the brow's stwength to theiw body.
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Should a magical attack hit the armor, it will shatter after one blow, unless the Agent spends 15 Gallons of Astra to replenish it. Projectiles such as arrows, thrown weapons, etc. Deal 2 hits worth of bladed damage. If however the armor should collide with Voidal water, then it will be shattered, and cannot be replenished unless you start the casting over again. However, the armour cannot withstand physical strikes that rival the full physical strength of an olog, causing the Ascended to receive half of the blow's strength to their body.
  
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====Stasis====
 
====Stasis====
 
''Requires 10 Gallons of Astra per cast.''
 
''Requires 10 Gallons of Astra per cast.''
  
A unique ability that an Agent has access to, wesewved fow the pwesewvation of life. Should the Agent find a figule in need of saving they may pwace theiw hands ovew a figule and fwood Astwa into theiw system.
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A unique ability that an Agent has access to, reserved for the preservation of life. Should the Agent find a figure in need of saving they may place their hands over a figure and flood Astra into their system.
  
Doing so awwows a Teawstone Shawd to act as a fowm of “life support” and wock the figule in a sowt of limbo between living and dying, wocking them in a safe state. This is usuawwy done to save an othewlise unsavabre pewson fwom death, by being put in a stasis they can live wong enough to be tended to by a doctow, ow cwelic.
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Doing so allows a Tearstone Shard to act as a form of “life support” and lock the figure in a sort of limbo between living and dying, locking them in a safe state. This is usually done to save an otherwise unsavable person from death, by being put in a stasis they can live long enough to be tended to by a doctor, or cleric.
  
A useful skiww that wequiwes constant touch lith the Agent, so not pawticulawwy seen often on a battwefiewd. But useful should an Agent need to save the life of an individuaw.
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A useful skill that requires constant touch with the Agent, so not particularly seen often on a battlefield. But useful should an Agent need to save the life of an individual.
  
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====Astral Communion====
 
====Astral Communion====
 
''Requires 0 Gallons of Astra per cast.''
 
''Requires 0 Gallons of Astra per cast.''
  
A stwong ability that awwows a singwe Agent to hewp tuln the tide! By gwasping theiw Teawstone Shawd and dwopping aww speww effects they can awwow Highlighted Agents to dwaw fwom theiw poow of Astwa. Though they cannot cast anymowe effects whiwst concentwating on this, they can continuouswy wend this powew. Howevew, as an agent feeds Astwa into theiw tawget, they liww find theiw own physicaw stwength being sapped as a side-effect. Thewefowe, the wongew theiw contlibution to the speww, the mowe fatigued they liww become.
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A strong ability that allows a single Agent to help turn the tide! By grasping their Tearstone Shard and dropping all spell effects they can allow Highlighted Agents to draw from their pool of Astra. Though they cannot cast anymore effects whilst concentrating on this, they can continuously lend this power. However, as an agent feeds Astra into their target, they will find their own physical strength being sapped as a side-effect. Therefore, the longer their contribution to the spell, the more fatigued they will become.
  
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====Astral Sanctuary====
 
====Astral Sanctuary====
The awt of coawescing stowed Astwa and shaping it into physicaw, solid fowm is a tedious and often exhausting pwocess that can take months ow even
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The art of coalescing stored Astra and shaping it into physical, solid form is a tedious and often exhausting process that can take months or even
  
yeaws to accomplish fow a singwe agent of Aeliew. Because of this, the pwactice of fowming Astwaw Cwystaw is often undewtaken by multipwe agents at a time, sometimes an entiwe cwose-knit gwoup, ovew a condensed awea. The pwocess itsewf invowves the swow, constant dischawge of Astwa ovew a wong peliod of time whiwe the agent concentwates upon hawdening it, as is seen in cewtain abilities. Much like a pottew wowking cway, the pwocess is awduous and pwone to accidents which may destwoy ow shattew the cwystaw they’we cwafting.
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years to accomplish for a single agent of Aeriel. Because of this, the practice of forming Astral Crystal is often undertaken by multiple agents at a time, sometimes an entire close-knit group, over a condensed area. The process itself involves the slow, constant discharge of Astra over a long period of time while the agent concentrates upon hardening it, as is seen in certain abilities. Much like a potter working clay, the process is arduous and prone to accidents which may destroy or shatter the crystal they’re crafting.
  
The wesulting Astwaw Cwystaws, which can be of a gweat many diffewent shapes and sizes, awe as dulabre and heavy as quawtz; though awe as twanswucent as fwosted gwass. Whenevew night fawws, ow in pwaces of heavy dawkness, these cwystaws wadiate the same pawe light as the wunaw sulface; pwoviding soft iwwumination. The most common application of this pwocess is the constwuction of divine piwglimage sites and tempwes to Aeliew which may take the fowm of gweat cwystawline gawdens and stwuctules that nevew gwow dawk.
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The resulting Astral Crystals, which can be of a great many different shapes and sizes, are as durable and heavy as quartz; though are as translucent as frosted glass. Whenever night falls, or in places of heavy darkness, these crystals radiate the same pale light as the lunar surface; providing soft illumination. The most common application of this process is the construction of divine pilgrimage sites and temples to Aeriel which may take the form of great crystalline gardens and structures that never grow dark.
  
Vewy wawge amounts of Astwaw Cwystaw in an awea has the exotic effect of awteling the wandscape and attwacting cewtain types of liwdlife. Moths, in pawticulaw, awe attwacted fwom miwes awound to these cwystaws and liww take pewmanent wesidence hewe, wesulting in gweat cowonies of the insects. In vewy extweme exampwes an awea heaviwy fowtified lith Astwaw Cwystaw liww have an entiwewy indiscewnibre night time. When Dwuids entew an Astwaw Sanctuawy, they liww heaw the voices of natule as cweaw as day, alive and fwoulishing - as they awways have. Yet should they listen cawefulwy, the Sounds of Slience song is heawd faintwy and gives off a sensation of cawmness and peace as they listen. Yet the cawmness would be eelie and the song oddwy chiwling to them.
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Very large amounts of Astral Crystal in an area has the exotic effect of altering the landscape and attracting certain types of wildlife. Moths, in particular, are attracted from miles around to these crystals and will take permanent residence here, resulting in great colonies of the insects. In very extreme examples an area heavily fortified with Astral Crystal will have an entirely indiscernible night time. When Druids enter an Astral Sanctuary, they will hear the voices of nature as clear as day, alive and flourishing - as they always have. Yet should they listen carefully, the Sounds of Slience song is heard faintly and gives off a sensation of calmness and peace as they listen. Yet the calmness would be eerie and the song oddly chilling to them.
  
Pwowonged contact lith liquid Astwa would modify the sembrance of animaws and pwants that live lithin the Astwaw Sanctualies, giving them a white hue and cowd wesilience, awso tulning them wess aggwessive and easiew to domesticate. These changes won't affect theiw soul brueplint and the descendants of such living beings liww be compwetewy nowmaw.
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Prolonged contact with liquid Astra would modify the semblance of animals and plants that live within the Astral Sanctuaries, giving them a white hue and cold resilience, also turning them less aggressive and easier to domesticate. These changes won't affect their soul blueprint and the descendants of such living beings will be completely normal.
  
Whethew it be an Astwaw Gawden, ow a cwystawline tempwe to Aeliew, the massive pwesence of Aeliew’s powew in an awea may awwow Astwa to be physicawwy stowed in the Mowtaw Weawm; an entiwewy unpwecedented ability fow anywhewe ewse. Beautiful, ownate fountains and cwystawline poows may howd the divine liquid and sewve as a potent wule to aww awound; as the watews aggwessivewy aid in the wegenewation (Five times incweased natulaw wound wegenewation) of injuly and disease fow the Awchaengul’s sewvants.
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Whether it be an Astral Garden, or a crystalline temple to Aeriel, the massive presence of Aeriel’s power in an area may allow Astra to be physically stored in the Mortal Realm; an entirely unprecedented ability for anywhere else. Beautiful, ornate fountains and crystalline pools may hold the divine liquid and serve as a potent lure to all around; as the waters aggressively aid in the regeneration (Five times increased natural wound regeneration) of injury and disease for the Archaengul’s servants.
  
Aftew a pwowonged time in contact lith the physicawwy stowed Astwa of the Astwaw Sanctualies, the Agents of the Awchaengul would pewceive how the deific watews stawt to noulish theiw bodies thwough theiw skin, tempowaliwy disabring theiw need to eat and dlink but keeping them as heawthy as they could be, awwoling them to bathe fow indefinite peliods of time.
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After a prolonged time in contact with the physically stored Astra of the Astral Sanctuaries, the Agents of the Archaengul would perceive how the deific waters start to nourish their bodies through their skin, temporarily disabling their need to eat and drink but keeping them as healthy as they could be, allowing them to bathe for indefinite periods of time.
  
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====Astral Dream====
 
====Astral Dream====
If an Agent ow descendant dives into the Astwaw watews and awwows it to fiww theiw wungs, they would feew how theiw body entews into a comatose state, wosing awaweness and fawling into a deep sweep. This would pwesewve theiw body in pewfect state, not awwoling it to age.
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If an Agent or descendant dives into the Astral waters and allows it to fill their lungs, they would feel how their body enters into a comatose state, losing awareness and falling into a deep sleep. This would preserve their body in perfect state, not allowing it to age.
  
The fiwst time that someone undewgoes this pwocess would slightwy change theiw physicaw appeawance, tulning theiw skin pawew, wemoving wlinkwes ow impewfections of the skin and gweatwy impwoving the heawth of theiw haiw. Once someone fawws into an Astwaw Dweam they liww wemain in such state fow at weast 7 iww days befowe being abre to wake up, which in the case of the Ascended they can do it by themsewves, but descendants need the aid of an Agent of Aeliew to do so
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The first time that someone undergoes this process would slightly change their physical appearance, turning their skin paler, removing wrinkles or imperfections of the skin and greatly improving the health of their hair. Once someone falls into an Astral Dream they will remain in such state for at least 7 irl days before being able to wake up, which in the case of the Ascended they can do it by themselves, but descendants need the aid of an Agent of Aeriel to do so
  
Fow an Ascended - Astwaw Dweam gweatwy incweases the wegenewative factow of the Astwa, being abre to save them fwom deadwy wounds the physicaw wounds on theiw bodies awe heawed away, awong lith any intewnaw damage and diseases. Theiw limbs can awso be weattached, as wong as they awe pwaced lithin the poow lith the Ascended. Theiw appeawance liww awso change awso if they wewe to entew the Astwaw Dweam fow the fiwst time.
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For an Ascended - Astral Dream greatly increases the regenerative factor of the Astra, being able to save them from deadly wounds the physical wounds on their bodies are healed away, along with any internal damage and diseases. Their limbs can also be reattached, as long as they are placed within the pool with the Ascended. Their appearance will also change also if they were to enter the Astral Dream for the first time.
  
Fow a non-Ascended - Astwaw Dweam puts them undew stasis untiw they awe awakened by an Ascended, ow if one weaw life month passes. Any wounds on them liww gwaduawwy heaw at nowmaw wate. Theiw body liww not age and they liww not be abre to be cowwupted in any shape ow fowm. Theiw appeawance liww awso change awso if they wewe to entew the Astwaw Dweam fow the fiwst time. A descendant liww find themsewves unabre to entew the Astwa Dweam untiw thwee IWW months aftew awakening fwom a pwevious Astwaw Dweam. It must not be abused fow the gain of wemaining alive.
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For a non-Ascended - Astral Dream puts them under stasis until they are awakened by an Ascended, or if one real life month passes. Any wounds on them will gradually heal at normal rate. Their body will not age and they will not be able to be corrupted in any shape or form. Their appearance will also change also if they were to enter the Astral Dream for the first time. A descendant will find themselves unable to enter the Astra Dream until three IRL months after awakening from a previous Astral Dream. It must not be abused for the gain of remaining alive.
  
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====Tier One====
 
====Tier One====
 
''(Begins after creation, ends at 2-week mark)''<br/>
 
''(Begins after creation, ends at 2-week mark)''<br/>
An agent’s Teawstone Shawd is newwy fowmed and can stowe 5 gawwons of Astwa at a time. Chawges 5 Astwa pew Emote.
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An agent’s Tearstone Shard is newly formed and can store 5 gallons of Astra at a time. Charges 5 Astra per Emote.
  
 
====Tier Two====
 
====Tier Two====
 
''(Begins at the 2-week mark, ends at 1 month)''<br/>
 
''(Begins at the 2-week mark, ends at 1 month)''<br/>
An agent’s Teawstone Shawd can stowe 10 gawwons of Astwa at a time. Chawges 5 Astwa pew Emote.
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An agent’s Tearstone Shard can store 10 gallons of Astra at a time. Charges 5 Astra per Emote.
  
 
====Tier Three====
 
====Tier Three====
 
''(Begins at 1-month mark, ends at 3 months)''<br/>
 
''(Begins at 1-month mark, ends at 3 months)''<br/>
An agent’s Teawstone Shawd can stowe 15 gawwons of Astwa at a time. Chawges 5 Astwa pew Emote.
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An agent’s Tearstone Shard can store 15 gallons of Astra at a time. Charges 5 Astra per Emote.
  
 
====Tier Four====
 
====Tier Four====
 
''(Begins at 3-month mark, ends at 5 months)''<br/>
 
''(Begins at 3-month mark, ends at 5 months)''<br/>
An agent’s Teawstone Shawd can stowe 30 gawwons of Astwa at a time. Chawges 10 Astwa pew Emote.
+
An agent’s Tearstone Shard can store 30 gallons of Astra at a time. Charges 10 Astra per Emote.
  
 
====Tier Five====
 
====Tier Five====
 
''(Mastered the magic at 5 months)''<br/>
 
''(Mastered the magic at 5 months)''<br/>
An agent’s Teawstone Shawd can stowe 60 gawwons of Astwa at a time. Chawges 15 Astwa pew Emote.
+
An agent’s Tearstone Shard can store 60 gallons of Astra at a time. Charges 15 Astra per Emote.
  
  
 
=='''''Magic Slots'''''==
 
=='''''Magic Slots'''''==
 
====One Slot====
 
====One Slot====
Ascended onwy takes up one Magic Swot, howevew, taking on additionaw magics liww hindew one's capability to advance in Ascended. Taking on one additionaw magic liww wock an Ascended in at a maximum of achieving Tiew Foul in Ascended, two liww wock an Ascended in at a maximum of achieving Tiew Thwee in Ascended, and so on.
+
Ascended only takes up one Magic Slot, however, taking on additional magics will hinder one's capability to advance in Ascended. Taking on one additional magic will lock an Ascended in at a maximum of achieving Tier Four in Ascended, two will lock an Ascended in at a maximum of achieving Tier Three in Ascended, and so on.
  
 
=='''''Casting Time Clarification'''''==
 
=='''''Casting Time Clarification'''''==
Wathew than focus diwectwy on a specific speww, an Agent focuses on pwepaling a cewtain amount of Astwa lithin theiw Teawstone, and then choosing a speww to cast aftewwawds. Fow exampwe, fow a T1 Agent to cast Astwaw Miwwow lithout theiw shawd out to stawt, the owdew would go like this: Summon Teawstone Shawd > Shawd pwepawes 5 Astwa> Shawd pwepawes 5 Astwa > Shawd pwepawes 5 Astwa > Cast Astwaw Miwwow.
+
Rather than focus directly on a specific spell, an Agent focuses on preparing a certain amount of Astra within their Tearstone, and then choosing a spell to cast afterwards. For example, for a T1 Agent to cast Astral Mirror without their shard out to start, the order would go like this: Summon Tearstone Shard > Shard prepares 5 Astra> Shard prepares 5 Astra > Shard prepares 5 Astra > Cast Astral Mirror.
  
Consequentwy, the owdew fow a T5 Agent to do the same would be this: Summon Teawstone Shawd > Shawd pwepawes 15 Astwa > Cast Astwaw Miwwow.
+
Consequently, the order for a T5 Agent to do the same would be this: Summon Tearstone Shard > Shard prepares 15 Astra > Cast Astral Mirror.
  
(It is impowtant to note, that emote exampwes fow spewws liww vawy based on the Tiew of the Ascended. Emotes given awe fow wowew tiews, and to cwalify how the speww acts. A T5fow exampwe can cast an Astwaw Miwwow fastew than the emote exampwe fow the speww.)
+
(It is important to note, that emote examples for spells will vary based on the Tier of the Ascended. Emotes given are for lower tiers, and to clarify how the spell acts. A T5for example can cast an Astral Mirror faster than the emote example for the spell.)
  
  

Revision as of 01:54, 2 April 2020

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Please note: The following information is scarcely known. As such, you cannot assume to be aware of this information unless taught about it in-character.


The Ascended of Aeriel
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Crest of the Ascended

Background

Sacrifice

In the day to day, you see men and women of merit and prestige rise and assume a higher role upon the mantle of life, and the Ascended were no different. Our duty was absolute. Our methods sometimes measured, sometimes cruel, but always necessary. Another soul twisted by corrupting magics, another fallen deity to be sealed in slumber once more. But much like how a cat patrols the home of its master the feline is ill-prepared for what may be looming beyond its borders. We never saw it coming, and even had we all the years of our forefathers combined there was nothing we could have done to stop it.

It came from the Void. A writhing, fleshy creature of endless eyes and fangs like a serpent’s littered its gaping maw. Chaos had been given form, and a voracious appetite that could not be satiated by all the aengulic realms it doubtlessly passed on its way to ours. It was the scholars of men that laid eyes upon it first and likened it to a cosmic comet. But then it grew larger and larger as the days and hours passed by until its size rivaled the holy moon. Its deathly form casts the moon red, warning all of what was to come.

Time was not a luxury we had, even though we were timeless. From first sight to assured panic, less than a week had gone by. The Writhing Chaos would surely destroy this realm and all its denizens. All our histories, and our futures, doomed to the silence between its marbled teeth.

And then we saw her.

Like the sun rising from the horizon, the Archaengul arose from the lightened side of the moon in her full and unblemished glory; a shimmering silhouette of pallid moonlight that burned away the darkness of the deep sky. Her hands arose to greet the Writhing Chaos as it loomed near, her pale visage unwavering as a divine white light spurred to life betwixt our goddess’ fingers. Yet she knew she could not face such a threat alone. She turned her gaze down to our realm and released her call - a call to arms and aid.

Thus we heard her call and raised our hands to her, soulfire ablaze between our fingers. One by one, the flames shot away from our fingers and to the moon above. The flames left us, returning to where they once came. Growing in size, and in strength, we each felt the cold sting of absence as our fires left us to aid her and were called to a greater purpose. The Living Flame was the last.

In one final, blinding flash of moon fire, the Writhing Chaos that threatened our realm was stricken down by a convergence of our flames and our matron’s divinity. What little remained of the terrible beast smoldered as white flame singed its surface away. Yet once the fiend had vanished, our soulfire did not return - mortal we became once more but the Archaengul ensured we all live. We sacrificed our very power for the realm we swore to aid.

And thus, an era ended.

Lamentation

The Archaengul’s tears rained like waterfalls from her vantage upon the moon and our goddess wept at the sacrifice we had made. Like dewdrops in the early morn, her tears blanketed the Soulstream and flooded the pallid valleys and craters that dotted the moonscape. But even more fell beyond the lunar surface and rained upon the mortal realm, each droplet seeking out one who had sacrificed flame. To the gazing mortal eye, they were naught but shooting skies as they soared through the skies.

Wherever they may be our goddess’ tears found them. Their descent from the heavens left them frozen in shards of crystallized ice as they impacted the ground near the feet of the Ascended that made the sacrifice. We each picked them from their resting place.

They were warm to the touch and yet their surfaces frosted like ice as we held them in our hands. They emitted light in the darkness yet it was soft and pale. As we beheld them closer we saw reflections of a gentle and cold world where waters flowed freely across a land blanketed by dust. The crystals could sense the absence in our souls, I think. For each bound with a former host of flame and took residence where once an ember had been. This fulfilled us. It destroyed us. It made us something new.

Aeriel spoke to us as the connection formed anew - she saw no longer the need for us to focus solely on the conflict with the darkness, as the fight was eternal and futile. She saw now that threats laid not just within the shadows, but also within the depth of the void and in the hearts of those few of her own kind. The Archaengul knew what to do and bestowed a new purpose to us.

Cease the threats of immense power that seek to affect the mortal realm and ensure the Descendants live a normal life until Sokar comes to bring them to the Archaengul’s realm. Be not the heroes who strive for glory or power, but be the keepers of the balance of life and death.

Mission

With newfound powers, the Ascended changed. We focused less on the darkness that kept on returning, for the Archaengul knew our efforts before held no merit.

We sought to support and aid, to give the souls we protect a sworn chance to protect themselves. To ensure they lived on the longest they can, to feel joy, sadness, excitement and suffering, to grow and nurture, and witness their lives flourish. Yet death is a nature that we knew we should not disturb, for all must perish and move on to the Soulstream when their time comes forth, including our own.

Yet, there were those of grand power that sought to harm the mortals, saw them as nothing more than fleeting specks of dirt and would have their way with them. The ones who abuse their power for ideals that hold no truth, the ones who sought the elimination or slavery of mortals, the ones who cherish chaos and destruction.

No matter if they be of Aengudaemonic, of void, of darkness, or of something more – They shall realise that the mortals are not the specks they thought they were, but living beings that should not be underestimated.

No more would we be the ones to strike first and remain away from the mortals, but now the ones who stand side by side with the mortals and protect the very mortal realm that is rightfully theirs.

We seek to do what we can to assist, even if we must take on their burdens and fall so they can live on.


Power Source and Tenets

Tearstone Shards

A Tearstone Shard is a divine fragment created by the Archaengul Aeriel to denote her chosen followers and bestow upon them powers and abilities which might be utilized to spread her influence and enact her will upon the Mortal Realm. The Shards were spurred into existence when the Archaengul was moved to emotion by the great and selfless sacrifice made by the Ascended. In her mourning, the tears she cried rained upon her recently powerless followers. The tears that fell upon the Mortal Realm became crystallized in their descent, resulting in these divine fragments.

Not all of the Moon Goddess’ tears fell upon the Mortal Realm, however. Most rained upon the lunar moonscape in great tides which flooded its’ many chasms and craters. These lakes, rivers, and valleys of Aeriel’s empowered tears became known as Astra.

An agent of the Archaengul utilizes their Tearstone Shard as a conduit to the Soulstream, through which they can conjure and utilize the Astra stored there. It is worth noting that Mysticism or any magic that can influence the soul would find themselves unable to affect both the Tearstone and the Crystal soul of the Ascended.

The utilization of all abilities begins with a brief ritual where an agent of Aeriel draws forth their personal shard from their soul. Once this is finished the crystal will either hover in the air around the agent up to a distance of three feet, be held within their hand, or it may be affixed to an object of the agent’s choosing such as a staff. With the shard successfully summoned the various powers attributed to Astra can begin to be utilized. When it comes to refilling a Tearstone Shard, the Ascended must have the shard physically touch the water source in order to absorb the liquid.

Astra is a finite resource in the mortal realm, and as such can be depleted; leaving an agent unable to perform. A preparatory ritual is therefore required to replenish the Astra available for use. Locating a water source in the mortal realm, be it a river, lake, ocean, pond, or cauldron and presenting an agent’s respective Tearstone Shard will result in that water being absorbed into the shard and displaced into the Soulstream. An equivalent amount of Astra will then become available for use. The Tearstone Shard can only hold a certain amount of Astra, depending on the tier of the Ascended. This limit cannot be exceeded. Any Astra expended will evaporate after an ability is ended, unless utilized in the construction of Astral Crystal.

Tearstones Shards, upon being bound to an Ascended’s, will change in both colour, appearance, and size depending on the characteristics of such soul. What this means is that no two Tearstone Shards are the same, resulting in a unique formation of appearances that represent the true side of an Ascended. Sometimes, a Tearstone Shard can even bear other aesthetical traits, depending on what the Ascended in question has been through, and can change if their owner goes through a shift in personality.

In terms of colour - a Tearstone Shard can take on one or two colours, which represents the Ascended true in terms of personality. The colour is decided based on the personality and nature of the person, being the colour(s) that represents their strongest traits. There are no direct meanings in regards to a colour a Tearstone Shard takes, as each colour holds its own unique set of meanings and representations. Red, for example, is often a representation of an aggressive nature or a violent tendency, someone who is known for their rage and fury. Yet, such colour can also be that of a warm and passionate nature. Secondary colours tend to form swirls, cracks, and sometimes faint shapes of swirls and waves amongst the primary colour.

The only exception is black and dark greys, as these colours tend to occur only when a Tearstone Shard is blackening. No Tearstone Shard can take on these colours, whenever it be primary or secondary.

A Tearstone Shard’s size and shape can vary, with some being the size of a hand, to some being the size of a head. Some can be very bulky, some can be very long and elegant. Some can be rough, others smooth. Yet, the size and shape do not change how much or how little Astra a Tearstone Shard can take on. They are still restricted to the amount of Astra, depending on their tier. Lastly, the size cannot be smaller than the size of an apple or larger than a head. The size of the Tearstone Shard must be between these two sizes.

Redlines
*Each divine ability that requires the use of Astra will deplete this resource by a differing amount, and should an agent not make wise use of their stored Astra they may run out and find themselves incapable of casting.
*While outside of the soul the Tearstone Shard becomes vulnerable to attack and destruction. Mundane attacks with blunt weapons perform best. The Shard itself is highly resistant to magical attacks with one exception; Voidal Water. Physical contact with this substance will cause a drastic malfunction resulting in the Shard’s destruction.
*The removal of the crystal from the agent’s five-foot radius will result in it malfunctioning and being destroyed.
*The Tearstone shard MUST be exposed and capable of being hit - meaning they must be visible in the armour and weapon it potentially rests in. Any Tearstone shard completely or covered up to the point where it cannot be struck at all will be unable to cast all spells.
*It's important to note, that an Ascended's Astra does not refill until the shard is refilled at a water source. The Ascended must physically touch the water with their Tearstone Shard to refill and they cannot go over the limit of Astra their Tearstone Shard can hold - depending on their tier.
*An Ascended’s Tearstone Shard cannot be the colour black or dark grey – as these two colours are strongly connected to Blackening, and thus cannot be a primary or secondary colour for a Tearstone Shard.
*The size of a Tearstone Shard does not, and will not, change the amount of Astra the shard can take in – the shard will take on the exact same amount of Astra that is defined by the Ascended’s Tier.
*A Tearstone Shard cannot be smaller than an average apple (palm sized) or bigger than an average human head. This is to prevent small hitboxes and giant Tearstone Shards that could crush someone.
*Astra cannot be manipulated by Shamans as it is not 'real' water, but water absorbed by the Shard that is converted into Astra at the Soulstream.
*A Tearstone Shard is resistant to Mysticism and cannot be influenced.

Fracturing

Fracturing occurs when an agent of Aeriel has their personal Tearstone shard destroyed by any means, whenever it be by physical or magical means. When this occurs, an agent will be wholly incapable of utilizing Astra whilst their soul reconstructs a new shard within their crystal soul. This means that an agent of Aeriel cannot perform any spells, and are thus left magically handicapped. Any Astra that was ready to use prior to the fracturing will be lost, and a ritual of exchange will be required to store Astra once more in the reformed shard.

Depending on the tier of the agent, the durability of a Tearstone Shard will be lower or higher and the damage used on a Tearstone can vary. A tier one Tearstone shard will be the weakest, and therefore should be carefully used on the battlefield, while a tier five Tearstone Shard can take on a series of blows before being fractured.

Ascended Tiers

  • Tier One - Requires two hits in order to destroy a Tearstone Shard.
  • Tier Two - Requires three hits in order to destroy a Tearstone Shard
  • Tier Three - Requires four hits in order to destroy a Tearstone Shard
  • Tier Four - Requires five hits in order to destroy a Tearstone Shard.
  • Tier Five - Requires six hits in order to destroy a Tearstone Shard.

However, different attacks will often result in different forms of damage done on the Tearstone Shard, with there being the use of different forms of magic and weapons in terms of combat. How much damage a magic attack will do depends on the tier of the mage that the Ascended is facing, whereas physical attacks depend on the type of weapon being used on the Tearstone Shard.

Physical Attacks

  • Pointed Weapons (a majority of polearms that do not have blades, ranged weapons, etc) - Will cause one hit on a Tearstone Shard.
  • Edged Weapons (blades, daggers, axes, etc) - Will cause one hit on a Tearstone Shard
  • Blunt Weapons (maces, war hammers, staves, staffs, etc - includes using the blunt side of a weapon) - Will cause two hits on a Tearstone Shard.

Magic Attacks

  • Magic Tier 1 - Zero damage points
  • Magic Tier 2 - Zero damage points
  • Magic Tier 3 - One damage point
  • Magic Tier 4 - Two damage points
  • Magic Tier 5 - Three damage points

The only exception to magic attacks is Voidal Water, which will be four points of damage.

The reconstruction of a Tearstone Shard takes exactly one IRL hour and 30 minutes to complete and does not need to be emoted out due to the construction occurring within the soul.

Redlines
*An Ascended cannot, in any shape or form, emote having their Tearstone Shard after they have had the shard destroyed a few moments ago. They must wait exactly one IRL hour and 30 minutes in order to have their tearstone back with them.
*An Ascended cannot perform any of the spells upon this lore when their Tearstone Shard is destroyed, they must have their Tearstone in order to do such.
*An Ascended must emote their Tearstone Shard shattering after the necessary number of hits have been done on their respective shards. Going over the limit for their tier will be seen as power gaming.
*When being struck by magic from a magic user, be sure to ask them for their tier!
*Being struck by Voidal Water Evocation will result in four damage points, regardless of both tiers.

The Covenants of Aeriel

The Five Covenants of Aeriel are a set of five covenants that outline the rules, promises, and the duties of an Ascended. The Covenants are the direct promises and tenets of Aeriel that must be held and kept at all cost by every single Ascended. These Covenants keep order within the Ascended, preventing them from going against the will of their patron. Breaking one of these Covenants is to result in an Ascended’s Tearstone Blackening and eventually Soul Shattering, the removal of an Ascended’s power and abilities, and thus are extremely vital to uphold and know. There are to be no exceptions.

  1. Do not seek to inflict the shedding of cold blood upon the souls and lives of the mortals you have sworn to protect. Do not align yourselves with the foes of mortals, the supernatural who seek to manipulate, enslave, or eliminate them from the mortal realm. May neither emotions, personal views, or hatred be what guides you all to act in violence and coldness. Even if they had done ill to you or another in the past, do not seek to harm them out of hatred for the past. For we are not murderers who allow the past and our emotions to get ahead of us.
-An Ascended is forbidden from inflicting physical harm on a mortal in a state of cold blood, whenever it be through hatred, emotions, or personal views. This also includes torturing a mortal, as well as sending another mortal to fulfil the dirty work for you.
-An Ascended can, however, spar with mortals in order to hone their skills but are expected to avoid killing said mortal and healing them after the spar is complete.
-This also forbids inflicting physical harm on a person for what happened in the past, whenever they be former Ascended or someone who has harmed you or another in the past.
-The only exception of this is self-defence or if the Ascended finds themselves in a scenario where they must harm another descendant to protect themselves, a fellow Ascended, or an innocent mortal.
-An Ascended is forbidden from aligning with any threats that seek to harm, enslave, or manipulate the mortals for their own purposes.
  1. Do not bear your blades towards those who bear the same powers, those who enact and perform my will upon this realm, regardless of if they may be part of a group different from you or bear views different than yours. Each and every one of you is vital in protecting this realm, and to show violence and hatred against each other shows we are shattered than whole.
-An Ascended is forbidden from harming and killing a fellow Ascended, regardless of their order, ideologies, and differences. This also includes methods such as sending other people after the Ascended or revealing information that would put the Ascended’s life in danger in any form.
-This also includes enacting a forceful disconnection on an Ascended who has broken no tenets. Therefore putting the disconnector at the price of disconnection.
-Honour duels and spars are exempt from this rule, as long as death does not occur and the wounds on both sides are tended to, as losing more Ascended is unnecessary and a drawback.
  1. Do not dare to assist in the wrongful corrupting of a mortal’s soul, as it defies the natural order of souls and condemns the mortal to further suffering in both this realm and the next. Do not stand idle in hesitation or fear, and do all you can to save the soul. Know this, however, for punishment shall be bestowed upon those who bear the clear intentions of permitting the soul being corrupted.
-An Ascended must not allow a mortal soul to be corrupted by any form of darkened and unnatural magic that damns the soul to eternal suffering.
-This applies to any form of magic that damns a soul to suffer within the Desert of the Damned, such as becoming undead, a shade, a frost witch, etc
-By allowing this to happen with a clear understanding that such is corrupting a soul, the Ascended will be seen as an Accessory (a person who assists in the commission of the corruption but is not the one to do such corruption by their own hands) and will be disconnected for permitting such.
-An Ascended will not be disconnected for failing to prevent a soul being corrupted if the Ascended truly did aim to stop the corruption but were killed or stopped. Failures should never result in punishment, only a lesson to be learnt to prevent the next corruption.
  1. Do not forget the duty that you have sworn to take on upon bearing my tears, and the very Covenants of the Soul you have sworn to uphold. Live your life in harmony with these oaths and do not abandon your duty for the full warmth of a normal life or mortal duties, for the duty you bear must come above all else in the end. Such is the sacrifice you all accepted.
-An Ascended must uphold their duty as an Ascended, through following through with the Covenants of the Soul and not abandoning their duty fully for any other roles.
-An Ascended is permitted to take on a range of mortal duties (from owning a shop, running a tavern, etc) but they must always out the Covenants and their duties as an Ascended first when the situation calls for them to do such.
  1. Do not abuse the powers bestowed upon you by I, whenever it be by bestowing connections, artefacts, and abilities for the sake of money, favours, or personal gain. To know that such gifts being bestowed come with consequences upon being stripped away, and none of such is toys or methods of obtaining something for your own gain.
-An Ascended is expected to not connect someone purely for money, favours, or for personal gains. The person being connected must be genuinely willing to devoting themselves to the duty of an Ascended, instead of becoming one purely to avoid death or for any gains completely unrelated to the Ascended’s duty.
-Giving out Ascended relics for money is seen as a disgrace, for it is selling powerful relics that could fall upon the wrong hands and be used to commit ill. Relics are to be given to mortals to secure their safety and should be available to all.
-Depending on the situation, some punishments can be severe than the other. However, none of them should end up with an Ascended being disconnected.

Soul Shattering

Soul Shattering is a more aggressive ritual that is held by the agents of Aeriel to enforce her will, and punish those that violate her creed. This ritual involves the permanent shattering of an agent’s Tearstone Shard and Crystal Soul, reducing them back down to the soul and state of a mortal. However, this ritual is to be used wisely, as it can result in the loss of one’s own powers if used wrongly. Thus it is only a power bestowed upon the teachers - those who carry on the torch of the Ascended.

Blackening
When an Agent of Aeriel breaks one of the Soul Covenants, their Tearstone Shard begins to lose its colouring and slowly becomes black in colour - This process is referred to as Blackening, and serves as a method to determine who has broken a Covenant. However, Blackening occurs in a gradual manner and it is only when the Tearstone Shard is completely black that Soul Shattering will be able to take place on said agent.

Elven Week one
The Tearstone Shard’s colours are much darker, and faint patches of black are forming on the shard. The agent is highly advised to seek out redemption, else they will risk their Tearstone shard becoming blackened.

By Elven Week two
The Tearstone Shard has become completely black and radiates no form of aura or light. The agent’s Tearstone weakens, allowing them to only use 10 gallons of Astra.

An Agent who has broken a covenant and is going through Blackening can be offered the chance of redemption, through the Trial of the Damned (see Trial of Damned section.) and can request to go through such. This will mean contacting any teachers and explaining the situation.

By the time the second week comes around, the Tearstone Shard will become completely black, if they had not taken up the Trial of the Damned in order to redeem themselves. Once this blackening is complete, the Agent will be put to Soul Shattering for failing to keep to the Covenants and not seeking out redemption by trial. The Tearstone Shard will permanently remain in such state, until the Agent goes through the Trial of the Damned or goes through Soul Shattering.

Performing Soul Shattering
The first thing one should note about performing Soul Shattering is that it requires one or more of the following in order to be truly performed.

  • The agent must request and accept a Soul Shattering if it is clear they do not wish to be an agent of Aeriel anymore. (This is the only instance where an Agent can be permanently disconnected without having a Blackened Tearstone Shard.)
  • The Agent must have clearly broken a Covenant and bear a complete Blackened Tearstone Shard.
  • The ritual itself requires two agents to perform unless it is the teacher themselves who are soul-shattering their student.

The process requires for the agent performing the shattering to fracture the Tearstone Shard of the agent they seek to remove the crystal soul from. Once this is done, the disconnector places their hand upon the agent’s chest and channel Astra into the agent, pushing the energy into the person’s very being and soul. The agent’s Crystal Soul will then permanently shatter, returning the soul to its normal state and removing all abilities and boons granted to them.

Once this has happened, the victim will be forever unable to bear Aeriel’s connection again, and will suffer the following side effects from the disconnection - they will struggle to feel full warmth, only the chilling sensation of cold, even when they are within the hottest of rooms and by a fire. There will only be the punishment of coldness for those who dared to turn against Aeriel, as well as the everlasting presence of greatly missing something and longing for it. Additionally, those who received the shattering will feel as though something very dear to them was taken from them, which would be true, for Aeriel would take a very small fracture of the soul that would not affect the soul, but only create the effects.

If the shattering occurred on an agent who willingly wanted to be disconnected from Aeriel and their Tearstone Shard was not blackened, then these effects will be temporary for one elven week, as Aeriel would not be too cruel on a soul who simply wanted to return to living as a mortal and had committed no treacherous acts. In time, Aeriel will return the fracture, thus recovering the mortal of the disconnection effects. Yet if the shattering occurred on an agent with a completely blackened Tearstone Shard, they will permanently bear these effects until they are connected to another deity, as only the connection of another can fill up the fracture that was taken.

However, the two shattering effects that do not change on whenever or not the agent took the shattering with or without a blackened Tearstone are ageing and regeneration speed. The how many years they spent immune to time, those years will immediately return to them and they will age to the age they would be now if they were not an Agent. This means that any agents over their racial age limit will live on for twenty years before gently passing on and simply move onto the soul stream. A mercy from the Archaengul, for she is merciful as she is merciless. Additionally, those who receive shattering will still bear the heavily reduced regeneration speed, due to the soul fracture and the body heavily use and adapted to said change.

Redlines
*By becoming an agent of Aeriel, all members must be told of the effects of Soul Shattering both icly and oocly, and accept that by breaking the Covenants, they will risk severe effects upon their character. Attempting to avoid Soul Shattering by any OOC means can result in being reported - you must accept the consequences and take action to avoid Soul Shattering through proper RP.
*Only Ascended with confirmed and approved TAs can know how to perform Soul Shattering.
*Performing Soul Shattering will require two Ascended teachers. However, Soul Shattering can also be done alone by only the teacher of the agent being disconnected.
*Soul Shattering an agent with a non-blackened Tearstone Shard cannot be performed if the agent in question does not give consent both in RP and OOC. A forceful Soul Shattering can only come about when the agent as a pitch black Tearstone Shard.
*If Soul Shattering is performed on an agent with a non-blackened Tearstone Shard and they do not give consent both in RP and OOC for such to carry out, the Shattering process will nullify the moment the disconnector attempts to shatter the Crystal Soul. In turn, the disconnector’s Tearstone Shard will begin at Elven Week one of Blackening.
*The Tearstone Shard of the agent must be fractured first before destroying the Crystal Soul.
*Any agent who breaks a Covenant must RP out their Tearstone Shard blackening through the moment they break a Covenant and must emote the shard slowly blackening for the week. Failing to do so, or making attempts to hide such via not emoting the black colour, colour dampening, and lack of glow, etc, will be seen as powergaming and can result in a blacklist.
*The agent must let the other agents know icly and/or oocly that they have broken a covenant - that way, they can be offered to partake in the Trial of the Damned to remove the Blackening. Failing to do so will mean the character’s Tearstone shard becoming fully blackened by the end of the first week and risking going through Soul Shattering.
*The effects of post-Soul Shattering, must be emoted out by all who were disconnected via this spell. The effects are the following:
**Loss of warmth, resulting in feeling cold but not suffering from any issues that can be caused by low temperature due to this sensation.
**Minor of soul fracture, resulting in the strong sensation of missing something and constantly longing for it.
**The rapid ageing of the many years the agent has been an agent for once the process is complete. However, those over their race’s age limit are permitted 20 years (20 ooc weeks) to RP as their character and finish anything off as said characters.
**Permanent retainment of the heavy body regeneration, resulting in all wounds healing slower than that of the average mortal.

The Trial of the Damned

This is the process between the Covenant-breaking and the completion of the Blackening, allowing the Agent of Aeriel to seek out redemption through a trial both dangerous and extreme. It is said that if an agent truly seeks to prove to both Aeriel and their order that they are sorry for breaking the Covenants, they must go through the Trial of the Damned.

The trial goes as followed: the soul of the agent who partakes in the Trial Ritual is taken temporarily to a projection of the Soulstream in order to fight and combat the forces within the projected Desert of the Damned. The projection is much like a dream - only those participating can see it and only them, as it serves as Aeriel’s holding ground for the Trial and to oversee her followers. Their soul is given a temporary body - replicating their mortal body and the items they have on them. It is here that they prove themselves to Aeriel, fighting nearly endlessly against the projections of damned souls trapped in the deserts, as well as guiding the souls of the recently passed through the desert and to the grand city beyond. However, it has been proven that agents without a Blackened Tearstone Shard can take on this trial, with such becoming a test of one’s skills and prowess amongst the agents. It allows them to hone their skills, to assist the Agents since passed, and to also ensure any souls within the Desert are kept at bay.

In the single elven week that their Tearstone Shard has started blackening or has already fully blackened, the agent must seek out the teachers of the Agents and request taking the trial. They must explain why their Tearstone Shard has become blackened, why they broke such covenants, and why they feel as though they should be given the chance of redemption. Upon such being accepted, the agent is taken to a secluded Astral Sanctuary, with their weapons and armour, and is laid within the waters in order to enter an Astral Dream. Once the agent is in such state, the teacher places their own hand within the water with their Tearstone Shard out and prays to Aeriel, reciting the following lines.

Divine Aeriel, Caretaker of the Soulstream,
Solemn Sokar, Guide of our souls
Bring the soul within thy waters to the desert,
For them to redeem or test their worth.
Permit them to fight the corrupted and the damned,
And guide the souls as they traverse to the desert.
Allow them to aid in such duties and carry the burdens,
Through the Trial of the Damned may they stride forth.

Once this is done, the consciousness and soul of the agent is sent to the Soulstream, while their body remains in a comatose that prevents the body from decaying. As for the agent, their mind is transferred directly to the projected Desert of the Damned, in a translucent glowing and solidified version of their physical body, with the armour and weapons they had on them. Their real body remain on the Mortal realm.

From then on, the agent is left to fight the damned souls within the Desert - projected forms of the souls. From necromancers and undead, Frost Witches to Shades, to creatures and beings of demonic, chaotic, and maddening origins. There have even been mentions of some lesser threats and beings that Aeriel and Sokar saw fit to condemn to the desert. On and on, the agent must fight against the threats, while also being there to protect any mortal souls passing through the desert. The agent can use their magic within the Soulstream and can communicate with the souls within and passing through the desert - but they cannot mention how they died to the agent at all. Should an Ascended travel for days within the projection, they find themselves seeing nothing but the endless expansion that is the desert. Neither Saellum or the centre in sight.What would feel like years of fighting and guiding, would only be a single elven week upon the mortal realm and can offer a blend of development, torment, and pain for the agent. If the agent’s soul is destroyed during this period, they will remanifest within the edges of the desert and will have to carry out their duty. If the soul is destroyed twice, the agent’s soul is returned to the Mortal Realm and they have failed the trial, meaning those with Blackened Tearstone Shards will have theirs blackened fully.

The agent must remain within the Desert of the Damned and fight against the darkness until one elven week has passed. Their soul would then be retrieved and carried back to the Mortal Realm, disposed back into their body and they will wake up. Should any wounds be gained upon the soul manifestation of the agent within the projection, the wounds appear on the agent’s physical body as glowing wounds that fade away an elven week after the agent’s return. Should the agent have completed enough fighting and protecting souls within the desert, those with a Blackening Tearstone shard will find the blackness gone from their shard - meaning that they are no longer risking soul shattering and have a clean slate.

OOC Information
This trial is to provide development for Ascended characters, through interacting with old characters in the desert and combating against foes. The development does not have to be solely focused on combat, but rather on interactions with NPCs and playable character that have PK’ed (and the player has given clear consent for the DM to use their character). This trial is to be fun for both sides, and also to allow Ascended with Blackened Tearstone Shards to redeem their characters.

The location is a dream projection version of the Desert of the Damned, which while isn’t the real version - it functions similarly to the real one. Projections of the damned souls and traversing souls can be seen and interacted with. However, Sacellum and any other areas outside of the Desert of the Damned cannot be reached. The only noticeable location within the desert is the fallen city of Haven, which was transported here during Aegis. The city is all in ruins and there are no books, or any information to be found here. A desolate and solemn reminder of the sages’ departures.

This trial can be performed by an Ascended Teacher, who has a confirmed MA and TA, and has been taught how to initiate this trial. A single instance for the trial should have at least 2 interactions, mixing between fighting and guiding a soul, and must follow with the red lines. These interactions can be emoted within the Astral Sanctuary and only the Astral Sanctuary, through the use of /q or /w chat. The teacher is advised to contact an LT if it’s acceptable for them to RP out a particular creature or NPC, if they feel as though what they are going for may break lore or if they are uncertain. A member of the LT is welcome to supervise the trial, and also assist the DM. If the participants of the trial feel as though the DM is being unjust or powergaming to make it impossible for them to pass the trial intentionally, then they must alert other Ascended Teachers so they can determine whenever or not the DM was being unfair. If this is the case - the DM will have their right to dm and perform the trial stripped away from them.

Both the DM and the Agent must follow the Redlines laid out, with both parties agreeing to follow the general LotC rules. Armour and weapons can be brought along, though everyday items will can be brought also - unless checked and deemed unnecessary by the DM. A maximum of four Ascended can partake within the trial within one instance together.

Spells, Powers, and Abilities

Highlight

Requires 0 gallons of Astra for creating highlight. Requires 10 gallons of Astra for bestowing Divine Stength/Weakness

After having spent time summoning the Tearstone Shard and readying its supply of Astra for use an agent can finally begin to bring out the potential of this divine instrument. Regardless of what technique is used to direct the crystal, whether it be floating autonomously, or held in the hand, or within an object, the caster must first make a direct line of sight with their target and direct their shard at it through a process known as Highlighting.

Highlighting a target encapsulates them in a 1 block in diameter beam of faint, ethereal light and allows the shard to apply divine strength or weakness upon them. The technique to accomplish this involves the agent directing the beam with their line of sight, aiming at their target with a 20 block range. This results in the shard casting the projectile and the agent’s eyes emitting a luminous glow for a brief moment. However concentration is required and the performing agent will be unable to multitask until the highlight is applied.

Up to two targets may be highlighted at any one time, should they all be and remain in view. It will take two emotes for highlight to take effect, giving the opponent a chance to move out of the beam if they do not wish to be struck. An agent does not need to highlight themselves to apply an effect upon themselves. Targets beyond twenty meters will be incapable of being highlighted, and should a highlighted target escape this same threshold they will become free of the highlight.

Divine strength is equivalent to that of a human at normal peak condition, Divine weakness is equivalent to that of voidal weakness (i.e. no longer able to wear platemail for the duration) These will last for four emotes.

Effects require 10 Gallons of Astra per cast.

Highlights will remain unless the Ascended focusing on highlighting loses their concentration through having it broken by being struck (etc), the shard is shattered, the target perishes, the agent perishes, the target escapes the radius and line of sight of the agent, or the agent concentrates once more to remove it.

After applying a beneficial spell, or a detrimental one, all highlights are reset and the process must be repeated. Furthermore, a target must be within unobstructed view to Highlight them, if a target is behind cover, they cannot be Highlighted.

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Moonlight Illumination

Requires 1 free Highlight slot.

This ability is one of utility, and sometimes simply comfort. The Agent can Highlight an object (as opposed to a person) and instill it with a brilliant white light.

This light brings with it a comforting feeling, while also banishing the darkness. In a 5 block radius, even magical darkness creeps away from the light of Aeriel.

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Sounds of Silence

The song of Archaengul is famously known between the Ascended for its capability to lull the pain, remove suffering and clear the mind of those that hear it. The song of Aeriel is not one that can be heard with the ears, it is something that its felt on soul, its rhythm invades the minds of those that hear it, invoking images from the good moments of their past and sounding different to each individual, usually being very related with their history and the songs they have heard during their childhood.

Until now her song was something that only a few had the privilege to hear, reserved for those that have passed on to the afterlife and her agents that protect the mortal realm. But with the fall of the Tearstones that changed, now an Ascended might be capable reproduce her song to relieve those they are supposed to protect.

After Highlighting a target, an Ascended is able to command their Tearstone to orbit around the highlighted individual and reproduce the Archaegul’s melody, which only them could perceive and would remove any pain that they could be suffering, inducing calm in their minds and producing a soft desire for sleep upon the target.

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Moonlight Radiance

Requires 5 Gallons of Astra per participant

An agent of Aeriel may use their Tearstone Shard to confer a blessing of divine moonlight upon the currently in use melee weapons of their allies, imbuing them with Moonlight Radiance. While active these weapons will exude an ethereal glow of pallid light which will illuminate the darkness and strike foes with a potent supernatural wound. These Radiant Wounds are classified by painful frostbite of the immediate area, giving a stinging and/or burning sensation and reduced sensation of touch. These faintly glowing wounds fade away after eight full emotes/turns in the RP instance. The effect will then vanish, rendering the wounds mundane. Other agents are immune to this effect and will receive wounds as normal.

Moonlight Radiance may affect up to four individuals at once. Three allies, and the caster. The quality of the effect is improved with each additional participant. Moonlight Radiance cannot be re-applied until a participant uses up all active charges on their weapon. Moonlight Radiance does not function upon enchanted weapons - it cannot be added over any items that have been enchanted by other magics.

  • One Participant: One strike of their weapon inflicts a Radiant Wound.
  • Two Participants: Two strikes of their weapon inflicts a Radiant Wound.
  • Three Participants: Three strikes of their weapon inflicts a Radiant Wound.
  • Four Participants: Four strikes of their weapon inflicts a Radiant Wound.

Items or objects struck with a radiant weapon will become coated in frost but receive no other detrimental effects. Should a strike with a radiant weapon prove lethal, or if someone inflicted with a radiant wound perishes before treating their wound, their bodies will rapidly crystallize starting at the wound and shatter into crystalline dust.

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Crystallize

Requires: 10 Gallons of Astra per cast

Agents of Aeriel can bend their Astra in ways besides enhancing weapons, or making a shield, however. One of the arts available to them is a curious ability known as “Crystallize” an ability that serves as both an offensive, or potential defensive, quality that they can inflict upon a target. After highlighting a target an agent can pull from their store of Astra to cause a misty, vaporous cloud of visible Astra to weave around the target of their ire. An agent may then take a moment to concentrate, and bring forth a freezing vapor upon their target; assuming they do not anticipate and escape the immediate vicinity of the cloud. After the vapor has encapsulated the target, the highlighted figure will start to feel a layer of astral ice coat their form. Other agents are immune to this effect. It will take three full emotes/turns in a RP instance for someone to be under the full effects of Crystallize.

Once coasted by astral ice the foe will find their movements grow gradually slower. This does not freeze someone completely, only slowing them down by the margin indicated, but this does include all movements. For example, a sword swing, or bringing a shield up to block, and so on... This astral ice is quite insistent in its objective and is quite hard to chip away at. However, voidal water will cause the ice to melt and disperse, but otherwise will remain until they escape the agent’s highlight radius, the agent is killed, the agent spends a moment of concentration to end the effect, or alternatively they wait for the effect to fade after 5 emotes (not including the 3 build up emotes).

Up to two targets may be affected by Crystallize at any one time, and they may be highlighted and applied all at once, however as more become affected the symptoms become less intense.

  • One Target: Opponent is made 50% slower - resulting in an attack or movement taking two extra emotes.
  • Two Targets: Opponents are 25% slower - resulting in an attack or movement taking an extra emote.

Unprotected flesh and similar uncovered and susceptible areas will also receive Radiant Frostbite, a painful but much less harmful variant of a Radiant Wound that can be treated in a similar manner.

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Astral Mirror

Requires: 15 Gallons of Astra per cast

By summoning forth and maintaining a hefty amount of Astra an agent of Aeriel may project a hovering, six-foot tall and wide mass of semi-solid crystal which radiates the divine moonlight of the Soulstream. This mirror-like shield of Astra and light will attempt to absorb and then expel any kinetic or magical energy directed at it, with a twist.

Mundane attacks by thrown weapons such as arrows, knives, javelins, crossbow bolts, and even ballistae bolts will pass through the shield and hit those behind the shield. Attacks with magical properties, as well as spells themselves, will similarly be absorbed in full before being expelled back at their source. Spells reflected in this manner will take on an ethereal hue and radiate a supernatural cold, turning any wounds inflicted by it into a Radiant Wound. Lethal hits will crystallize and then shatter the target. The one exception to this is the use of Voidal water, which will instead cause the mirror to malfunction and implode, coating the immediate area in supernatural frost.

The spell can break if the force striking it is the strength of or over that of a large boulder striking it. Should the mundane weapon be enchanted by any form of magic, the mirror will smash but the effects of the enchantment will neutralise for one turn before flickering back on the weapon.

An Astral Mirror will dissipate after one reflection unless an agent of Aeriel expends additional Astra to maintain it.

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Astral Armour

Astral Armor is a strong line of defense that an Agent can call upon to defend themselves and others in the heat of battle, in the most needed of situations. It functions by covering oneself, or two individuals that all must be within contact of you as you weave Astra from your Tearstone shard. This astra will seep on to the highlighted individuals, and quickly freeze into Astral Ice. It forms over the form of the individual, appearing as a thin transparent layer of Astra Ice. It can go over armor, but not over any armour that has been enchanted by any other magic, minus Ascended.

Astral Armor acts in similar ways to the Astral Mirror in that it deflects attacks off of itself. Though in this case, it only works on physical damage, depending on the weapon, the armor will take the blow and reflect it back and crack during the process. Astral armor can reflect up to three attacks before it shatters into shards of ice that can cut into the flesh of people within 5 feet of the agent at the time. If the weapon is enchanted, the armour will shatter fully and the weapon’s enchantment is nullified for one turn.

When Astral armor reflects an attack, it does NOT do so in as intense fashion as the Astral Mirror. It simply cause a weapon to bounce back with a moderate amount of force. If a person were to experience it for the first time it may cause them to stumble, but the main function being to keep harm from the armored individual, however different weapons can cause more severe damage. For example, a sword will take up to three blows before the armor will shatter, while a blunt weapon, like a warhammer or a strong club, will only protect the Agent from a single blow before it shatters the armor.

Should a magical attack hit the armor, it will shatter after one blow, unless the Agent spends 15 Gallons of Astra to replenish it. Projectiles such as arrows, thrown weapons, etc. Deal 2 hits worth of bladed damage. If however the armor should collide with Voidal water, then it will be shattered, and cannot be replenished unless you start the casting over again. However, the armour cannot withstand physical strikes that rival the full physical strength of an olog, causing the Ascended to receive half of the blow's strength to their body.

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Stasis

Requires 10 Gallons of Astra per cast.

A unique ability that an Agent has access to, reserved for the preservation of life. Should the Agent find a figure in need of saving they may place their hands over a figure and flood Astra into their system.

Doing so allows a Tearstone Shard to act as a form of “life support” and lock the figure in a sort of limbo between living and dying, locking them in a safe state. This is usually done to save an otherwise unsavable person from death, by being put in a stasis they can live long enough to be tended to by a doctor, or cleric.

A useful skill that requires constant touch with the Agent, so not particularly seen often on a battlefield. But useful should an Agent need to save the life of an individual.

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Astral Communion

Requires 0 Gallons of Astra per cast.

A strong ability that allows a single Agent to help turn the tide! By grasping their Tearstone Shard and dropping all spell effects they can allow Highlighted Agents to draw from their pool of Astra. Though they cannot cast anymore effects whilst concentrating on this, they can continuously lend this power. However, as an agent feeds Astra into their target, they will find their own physical strength being sapped as a side-effect. Therefore, the longer their contribution to the spell, the more fatigued they will become.

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Astral Sanctuary

The art of coalescing stored Astra and shaping it into physical, solid form is a tedious and often exhausting process that can take months or even

years to accomplish for a single agent of Aeriel. Because of this, the practice of forming Astral Crystal is often undertaken by multiple agents at a time, sometimes an entire close-knit group, over a condensed area. The process itself involves the slow, constant discharge of Astra over a long period of time while the agent concentrates upon hardening it, as is seen in certain abilities. Much like a potter working clay, the process is arduous and prone to accidents which may destroy or shatter the crystal they’re crafting.

The resulting Astral Crystals, which can be of a great many different shapes and sizes, are as durable and heavy as quartz; though are as translucent as frosted glass. Whenever night falls, or in places of heavy darkness, these crystals radiate the same pale light as the lunar surface; providing soft illumination. The most common application of this process is the construction of divine pilgrimage sites and temples to Aeriel which may take the form of great crystalline gardens and structures that never grow dark.

Very large amounts of Astral Crystal in an area has the exotic effect of altering the landscape and attracting certain types of wildlife. Moths, in particular, are attracted from miles around to these crystals and will take permanent residence here, resulting in great colonies of the insects. In very extreme examples an area heavily fortified with Astral Crystal will have an entirely indiscernible night time. When Druids enter an Astral Sanctuary, they will hear the voices of nature as clear as day, alive and flourishing - as they always have. Yet should they listen carefully, the Sounds of Slience song is heard faintly and gives off a sensation of calmness and peace as they listen. Yet the calmness would be eerie and the song oddly chilling to them.

Prolonged contact with liquid Astra would modify the semblance of animals and plants that live within the Astral Sanctuaries, giving them a white hue and cold resilience, also turning them less aggressive and easier to domesticate. These changes won't affect their soul blueprint and the descendants of such living beings will be completely normal.

Whether it be an Astral Garden, or a crystalline temple to Aeriel, the massive presence of Aeriel’s power in an area may allow Astra to be physically stored in the Mortal Realm; an entirely unprecedented ability for anywhere else. Beautiful, ornate fountains and crystalline pools may hold the divine liquid and serve as a potent lure to all around; as the waters aggressively aid in the regeneration (Five times increased natural wound regeneration) of injury and disease for the Archaengul’s servants.

After a prolonged time in contact with the physically stored Astra of the Astral Sanctuaries, the Agents of the Archaengul would perceive how the deific waters start to nourish their bodies through their skin, temporarily disabling their need to eat and drink but keeping them as healthy as they could be, allowing them to bathe for indefinite periods of time.

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Astral Dream

If an Agent or descendant dives into the Astral waters and allows it to fill their lungs, they would feel how their body enters into a comatose state, losing awareness and falling into a deep sleep. This would preserve their body in perfect state, not allowing it to age.

The first time that someone undergoes this process would slightly change their physical appearance, turning their skin paler, removing wrinkles or imperfections of the skin and greatly improving the health of their hair. Once someone falls into an Astral Dream they will remain in such state for at least 7 irl days before being able to wake up, which in the case of the Ascended they can do it by themselves, but descendants need the aid of an Agent of Aeriel to do so

For an Ascended - Astral Dream greatly increases the regenerative factor of the Astra, being able to save them from deadly wounds the physical wounds on their bodies are healed away, along with any internal damage and diseases. Their limbs can also be reattached, as long as they are placed within the pool with the Ascended. Their appearance will also change also if they were to enter the Astral Dream for the first time.

For a non-Ascended - Astral Dream puts them under stasis until they are awakened by an Ascended, or if one real life month passes. Any wounds on them will gradually heal at normal rate. Their body will not age and they will not be able to be corrupted in any shape or form. Their appearance will also change also if they were to enter the Astral Dream for the first time. A descendant will find themselves unable to enter the Astra Dream until three IRL months after awakening from a previous Astral Dream. It must not be abused for the gain of remaining alive.

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Tier Progression

Tier One

(Begins after creation, ends at 2-week mark)
An agent’s Tearstone Shard is newly formed and can store 5 gallons of Astra at a time. Charges 5 Astra per Emote.

Tier Two

(Begins at the 2-week mark, ends at 1 month)
An agent’s Tearstone Shard can store 10 gallons of Astra at a time. Charges 5 Astra per Emote.

Tier Three

(Begins at 1-month mark, ends at 3 months)
An agent’s Tearstone Shard can store 15 gallons of Astra at a time. Charges 5 Astra per Emote.

Tier Four

(Begins at 3-month mark, ends at 5 months)
An agent’s Tearstone Shard can store 30 gallons of Astra at a time. Charges 10 Astra per Emote.

Tier Five

(Mastered the magic at 5 months)
An agent’s Tearstone Shard can store 60 gallons of Astra at a time. Charges 15 Astra per Emote.


Magic Slots

One Slot

Ascended only takes up one Magic Slot, however, taking on additional magics will hinder one's capability to advance in Ascended. Taking on one additional magic will lock an Ascended in at a maximum of achieving Tier Four in Ascended, two will lock an Ascended in at a maximum of achieving Tier Three in Ascended, and so on.

Casting Time Clarification

Rather than focus directly on a specific spell, an Agent focuses on preparing a certain amount of Astra within their Tearstone, and then choosing a spell to cast afterwards. For example, for a T1 Agent to cast Astral Mirror without their shard out to start, the order would go like this: Summon Tearstone Shard > Shard prepares 5 Astra> Shard prepares 5 Astra > Shard prepares 5 Astra > Cast Astral Mirror.

Consequently, the order for a T5 Agent to do the same would be this: Summon Tearstone Shard > Shard prepares 15 Astra > Cast Astral Mirror.

(It is important to note, that emote examples for spells will vary based on the Tier of the Ascended. Emotes given are for lower tiers, and to clarify how the spell acts. A T5for example can cast an Astral Mirror faster than the emote example for the spell.)


Magic
Arcane Magic Transfiguration · Voidal Translocation · Void Shifting
Elemental Evocation · Conjuration
Sensory Illusion ·
Deity Magic Shamanism · Druidism · Paladinism · Seers · Malchediael's Templars · Heralds of Azdromoth
Dark Magic Fjarriauga · Necromancy · Pale Bloodmagic · Mysticism · Naztherak
Artificery Atronach Forging · Golemancy
Other Kani · Housemagery · Bardmancy