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14:58, 2nd May 2024 (GMT+0)

The Second Aeon: The Age of Enlightened Magic.

Posted by AoFor group 0
Savios
player, 8 posts
Tue 26 May 2020
at 00:41
  • msg #24

The Second Aeon: The Age of Enlightened Magic

Blessings, boons and gifts… life spread across Oceaus and relevant figures in all aspects of culture and society, yet Savios felt his name dwindling in comparison to that of his brethren. It surprised him and he had thought that he done many things that could be seen as miraculous and worthy of praise and acknowledgement. But no, even with literature and magic, powers beyond mortal comprehension, his presence was dwindling, or at least failing to garner attention, so he decided to do something else that would shake things up. He descended upon the mortal plane again, drifting towards his holy place of preference, the Falls of Aspiration. Next to the School of Aspiration that had appeared there, he hid himself within the trees where he started to experiment with them, testing out the strength of their bark, their range of their branches, and the length of the roots embedded within the rich soil.

He found one tree in particular whose roots dug so deep into the ground that it was surrounded by minerals; hardened inorganic matter that had formed from years of pressure. He made this tree in particular special by allowing it to grow around and fuse with this inorganic matter, giving it an overall blackened appearance with random coloring depending on the minerals that it absorbed. These trees would be incredibly rare, but powerful, and impossible to grow for anyone who wasn’t aligned with Savios’ values, those words that he preached so long ago, and thus, could not find the Falls of Aspiration. Those who ate from the tree’s jewel-like and fleshy-rich round fruit would gain its power, if deemed worthy by Savios’ standards. The ability for life to absorb grow around inorganic matter would be called Biomancy, the trees that grew because of them were dubbed the Trees of Biomancy, and those who ate from its fruit and could handle these trees were named the Priests of Biomancy. All three of Savios’ Acts would be used in conjunction for this blessing – one to create the ability, the other to create the Trees, and the third to implant its gift on its future caretakers who would proceed to grow more of them carefully.

Savios uses all three of his stored ACTs in the creation of Biomancy, the Trees of Biomancy, and the Priests of Biomancy.

Another transformative power is formed, Trees of Biomancy, those that eat of them find themselves changed to resemble these the trees themselves, their skin becoming dark and hardened like minerals, yet with a bark-like texture. Those who follow the teachings of Savios and shall come to be given the knowledge to nurture these rare trees. Small groves of them are nurtured near the Falls of Aspiration and further empower this small but devoted community.

With another line of priests created, it becomes clear to mortals they were mistaken when they grouped Vaunht and Savios together, clearly these two gods while similar are distinct. A schism occurs and the Way of Green becomes a memory, splitting into the Green Speakers who follow Vaunht and who have an evangelical stance of spreading their faith and sermons, and the Aspiring, which is no longer a name associated only with the Aspiring Yandee but with the increasingly diverse religion, a group that is more reclusive than the Green Speakers to reflect the seclusion of the Falls of Aspiration, but which are a more zealous following boasting of its highly touted school and its reclusive military order, now further empowered by their biomancy trees.

The Foreseen shudder for new fates ripple across their minds. Schisms lead to rivalries which lead to conflict. A new seam is starting to form in the very tumultuous future.

This message was last edited by the GM at 13:57, Tue 26 May 2020.
Narcissa
player, 12 posts
Tue 26 May 2020
at 01:08
  • msg #25

The Second Aeon: The Age of Enlightened Magic

Seeing all the things that her brethren were doing with her creation, she decided that she was going to bless them with one final thing. She looks upon the Amarok who had found the gift of creation, and blesses him with the power of healing through the songs that he learned, giving him the ability to teach other young Amaork the same.

Acts: Narcissa uses an act to give the Amorok a healing ability with his song, and uses a second act for him to be able to pass it down to his future generations.

The Amarok are given the power to heal through song. Able to be taught, Amarok can now mend wounds or cure illness. This new power makes the suddenly influx of Amarok travelers and colonists a welcome addition to the societies they're joining. Many Amarok start to set up healing practices in the cities in which they settle which makes for both a lucrative job as well as causing healthier societies.

Travel is start to become more difficult. With so many different powers rising to prominence these various governments, from the Independent City States, the Enlightened Empire, the Elevated Kingdoms and the Holy Nation, all start tracking who it is coming and going through their borders. Different groups have started banning different individuals (The Holy Nation bans Enlightened, the Enlightened ban Green Speakers and Aspiring, Purist cities have started to ban any magic users, though spotting magical users is a challenging task, the Elevated Kings ban whoever they see fit) Where borders were opening up a generation ago, they're starting to slam shut again as the many conflicts and differing views of the gods spill over to the mortal realm.

Some of the first Travelers have also begun to reach the Yondi Forest as their Oath demanded. The Enlightened try hard to keep these arcane tricksters out of their empire, but only have limited success as the Travelers practice magic with ease. Now some of these arcane imbued wanderers can be found on the edges of the burned out heart of the forest where the Tree of Knowledge continues to smolder.

This message was last edited by the GM at 14:04, Tue 26 May 2020.
Ferenghir
player, 19 posts
Tue 26 May 2020
at 07:25
  • msg #26

The Second Aeon: The Age of Enlightened Magic

As the Krys reached out and explored the leylines, Ferenghir sought to bless them without their knowledge. Still, Ferenghir had no desire to be worshipped. They did this be weaving an enchantment into the leyline network, in which Krys who utilized Celestia Mana would find themselves more in tune with the intricacies of Mana, and by extension the leylines. Taking their competitive nature into account, Ferenghir believed that this stronger affinity for magic would spark a Renaissance in new magical techniques.

Act5: Ferengir enchants the leyline network to provide a Mana affinity blessing to Krys who utilize Celestia Mana to travel the leylines.

The placement of the Tricolor Orb seemed a dangerous thing, but the Act had been made and there was no undoing it. Instead, Ferenghir had the idea to provide a way in which items of power could be located. They entrusted the responsibility of this scrying ability to the Krys of Celestia by enchanting the leyline network to bless Krys travelers who utilized Celestia Mana with a scrying vision of the location of a random Item of Power.

Act6: Ferenghir further enchants the leyline network to create a scrying vision of the location of a random Item of Power during travel for any Krys using Celestia Mana to travel the leylines.

The races continue to be individually blessed. This time the Krys who practice celestia mana to travel the leylines come to have an increased affinity for mana. Those Krys that travel the leylines also get visions of the Artifacts that now exist in the cosmos. This starts up a new wave of curiosity towards these artifacts and sends the Krys out seeking these powers they've observed. There is some discussion about what to do as in many cases others already possess these implements of power, but the general sentiment amongst the Krys is that they were  given these visions because they were intended to possess these artifacts of power. Thus many adventurers set out to go obtain these artifacts for themselves. Guided by visions from the leylines they do not have too much difficulty locating them. Visiting the Holy Nation they try to negotiate Zantel the smith, but are unsuccessful so they simply steal the Vorian Rosetta. They are able to obtain the second Stone of Darkness with similar ease now that the City of the Fall is empty. They return home happily with the prizes, though the Stone of Darkness was perhaps an object better left undiscovered. The Krys who found it, being eager to show off as was their tradition, finds that the powers the Stone of Darkness unleashes are disconcerting and twisted... but oh so powerful. Meanwhile a new owner for the Vorian Rosetta starts to dabble in Runecrafting much to the delight of the Krys who are always excited to find new magic with which to play.

The Elevated King of the Krys, also smitten by the idea of artifacts, starts to demand these powerful objects be given up to him. Naturally the holders of these objects refuse. While the Elevated Kings influence only extends so far, the reach of his followers do not. Another fault line within a once homogeneous society starts to form.

This message was last edited by the GM at 14:18, Tue 26 May 2020.
Osalus
player, 27 posts
Tue 26 May 2020
at 15:57
  • msg #27

The Second Aeon: The Age of Enlightened Magic

Osalus reaches the Tree of Knowledge and circles it. As he does so he considers the problem of the tree. He wasn't opposed to it but still it was as it was. On a whim he reaches out and touches the flames.

They soar and roar at his touch. Osalus channels his divine power in the flames that surround the tree, he makes it part of the tree, feeding it, healing it, and most importantly protecting it. The tree swells with power.  On a whim Osalus ties the flames and how they interact and appear to all the deities in creation. As he does this the flames begin to rotate through the spectrum of colors in correlation to the deities.

A large flat stone appears near the base of the tree with words inscribed on the stone, oddly any being can understand the inscription. It reads "Only those faithful to one of the gods may enter."


Act 7: Osalus enhances the Tree of Knowledge with the Divine Flame


The fire engulfing the Tree of Knowledge is transformed into something transcedent. While it still reduces the forest around it into a skeletal wasteland the flames no longer touch mortals who revere a god. In this way mortals are able to draw close to the Yoneden for the first time in an Age, so long as they revere a god. This is first discovered by the Travelers who have hung about the edges of the blaze, they draw close and are able to examine the runes adorning the trees trunk. Word soon spreads and other mortals start to make pilgrimages to visit the Tree of Knowledge. Many Enlightened are excited at the news that the Tree is welcoming once again, only to discover that welcome does not extend to themselves as they still feel the great heat pouring off the tree. Now mortals are able to visit the ancient site once again.

It should be noted only the Yandee had the ability to draw knowledge directly from the Tree, that gift was what had infected the tree with wrath at its creation. Other races must take a far less direct route and study the runes on the tree, it is a far more laborious task and the knowledge it grants is far from the complete scope once available, but its something. Luckily a new wave of Enlightened are not birthed for any Yandee who do enter the burning tree and gain its knowledge are also immolated as soon as they gain that said knowledge and become jaded to the gods.

Scholars from all parts of the world start to journey to the Tree of Knowledge. The Enlightened, learning that they themselves are barred from the tree, clamp down on their borders in which the Yonden firmly lies. They require any who intend to visit the tree be documented and any who leave their borders have all their notes and records examined, copied and possibly confiscated. Soon the Enlightened are collecting bits and pieces of knowledge that these state approved scholars are able to glean. The Enlightened's distant cousins, the Aspiring, want nothing to do with the Tree of Knowledge as they remember well what curse it brought upon their kin generations ago.

This message was last edited by the GM at 00:47, Wed 27 May 2020.
Vor
player, 5 posts
Tue 26 May 2020
at 16:18
  • msg #28

The Second Aeon: The Age of Enlightened Magic

Considering the impact of their prior Acts, Vor remained where they were, thoughtful and sombre. They had plans, plans within plans truth be told, and so began to lay the foundation stones for them

Foremost, the City has suffered enough violence and so must never do so again: Vor lays a strong suggestion within its fabric and ruin, one of peacefulness and mediation, affecting any sentient to walk within it

Action: Vor blesses the City of the Fall, making it a haven for peace and coexistance

Next, they must encourage pilgrimage here for those inclined to see Vor as a less capricious God. So they offer visions and dreams and wisps of riddles found in books and spoken stories, a series of clues to where the Starforge might be found and the value of finding it

Action: Vor offers a riddle to the Makers that reveals where the Starforge resides

Finally they reach out to the statue of themselves held by Zantel, coming to him in a vision of clockwork and science and magic, welded into one

Action: Vor blesses Zantel with a talent for constructing intricate runic mechanisms

Reading the mood of the races, Vor blesses the City of the Fall so that war will not touch its walls. Violence becomes forbidden within those walls.

At the same time a vision is sent out to the Makers and poses a puzzle to them. A complex multilayered puzzle, this challenges weeds out all but the most clever of the Makers. These cunning few piece together the solution and blanch at the answer. The City of the Fall. Place of horrors and echoes. But they worked too hard to solve the puzzle, they make the journey. They tentatively arrive and find the place empty, the streets deserted. They follow their clues and arrive at the site of their visions, the Starforge. The Makers had arrived home.

Lastly, Vor grants vision to Zantel of meshing the knowledge of runic magic he retailed with mechanism. It puts him on a path parallel to the Path of the Higher Mind and the artificers within Ethaestra, only where they have a legion of tinkers crafting devices, Zantel is a one man force whose ingenuity matches them.

This message was last edited by the GM at 00:55, Wed 27 May 2020.
Vaunht
player, 14 posts
Tue 26 May 2020
at 21:20
  • msg #29

The Second Aeon: The Age of Enlightened Magic

Vaunht sees the expanding religion with good eyes, and approves of their mission to worship the natural world. He thinks first of creating a new forest for them, but decides that it would be more meaningful for it's people if the forest was truly their own. And so, Vaunht thinks of another blessing, that will descend to the Oceaus in the form of a seed. And taking inspiration on the work of his siblings, Vaunht decides that adquiring the seed itself should be an arduous task, and only those that have both luck and effort on their side will be worthy of growing the seed. This seed will sprout into a tree twice as large as the Yoneden: the Rokuto Tree. And within it's shadows the land will be extremely fertile, and it will be covered by beautiful wild flowers. And magic will emanate from the Rokuto Tree, and creatures of nature will be drawn to it, and habit the area. And the Green Speakers shall be the holy guardians of this magical land, and have the duty to prevent harm to come to the Rokuto. But Vaunht has experienced the Wrath of Ao before, and so knows that such an ambitious project shall take time. And so, Vaunht patiently starts the crafting of the Rokuto Seed.

ACT 7, 8 and 9: Vaunht starts creating the Rokuto Seed. He dictates that the Seed shall sprout the massive Rokuto Tree. He also dictates that the land at the shadow of the Rokuto Tree shall be supernaturally fertile. He also dictates that flowers will sprout all over this land.

These are the three initial acts Vaunht engages on. The rest, for now, remains as a dream of the God.

Undertaking a grand new project, Vaunht starts to lay down the foundation of a fertile new land. The foundation of this land rests on the Rokuto Tree, starting as a seed it will grow to immense proportions over time. Where its shadow falls the land shall be highly fertile and flows shall blossom. For now the Rokuto tree is but a tiny sapling and the forest it shall spawn is an idea, only a small cluster of flowers ringing its base hints at the things to come.
This message was last edited by the GM at 14:09, Wed 27 May 2020.
Kargous
player, 17 posts
Tue 26 May 2020
at 22:50
  • msg #30

The Second Aeon: The Age of Enlightened Magic

Given Ao’s gentle rebuke of the place of Cogitation, Kargous decides to work more on his plan, using the one act given back to him by Ao, and the one he is keeping in reserve, Kargous goes to Niman and using the     same basic blewprint provided by  Vaunht creates the first plants and bacteria.

Act 5: Kargous creates plants on Niman. Act 6:Kargous creates bacteria on Niman

The barren world of Niman is barren no longer as Kargous sows plants across its surface! Lush green ones sprout around the edges of the ocean on the planet while dry and hardy desert plants spring up across the rest of the mostly dry world. The Longroes are mystified by this sudden change after millennia of emptiness. They stir from their normal resting places and begin to explore their transformed world.

At the same time, bacteria are created to ensure that plants which die are broken down and returned to a nutrient cycle. The Longroes, being made of earth, don't notice these new microscopic forms of life.

This message was last edited by the GM at 14:12, Wed 27 May 2020.
Narcissa
player, 15 posts
Thu 28 May 2020
at 07:21
  • msg #31

The Second Aeon: The Age of Enlightened Magic

Narcissa watched as her Amorok began to flourish throughout the world. She wanted to give them one final gift. She had yet to touch the Salu Ice Serpents. Narcissa decided to enhance the song that the only the non-Traveler Amorok's could achieve. The residual power of each healing spell used, would strengthen the bond of the Serpent and the Amorok. As this bond strengthen, the Salu Serpents begin to make physiological changes dependent on how strong the bond grew; The stronger their bond became, Salu Serpents would begin to sprout wings. These wings are what gave the Salu Serpent the ability to fly with their bonded Amorok.


Act: Narcissa inhanced the healing song of only the Non-Traveler Amorokp. The residual power of each healing song used would condense and strengthen the bond of the Amorok and it's Salu Serpent. This healing spell, over time, would change the Salu Serpents' form as wings grow from it's back -- giving it the ability to fly

Most Amarok who tame salu serpents are daring adventurous souls, most of them are busy riding the frozen tundras, exploring distant reaches, or fighting off untamed ice serpents, many of them don't have the patience for healing. Those that do now gain a mark for their duality as their tamed serpents grow wings and can take flight. With this metamorphosis these winged tamers gain elevated status among Amarok society and become one of the more recognized symbols of the ice people in other societies, many healers like to adorn their businesses with images of the winged serpents (Regardless of if they've tamed a serpent or not) to associate themselves with these illustrious souls.
This message was last edited by the GM at 14:45, Thu 28 May 2020.
Ferenghir
player, 24 posts
Thu 28 May 2020
at 07:48
  • msg #32

The Second Aeon: The Age of Enlightened Magic

Deep in thought, Ferenghir began work on a room within the Temple of Unity. They crafted this room with the dull ember of the Wrath-touched Temple of Harmony built along the back wall. Ominous high arches and twisting pillars of crystal wrapped around the red husk as a symbol warning those who might enter about the powerful and sometimes terrible nature of magic.

Done with the aesthetics of the place, Ferenghir turned to the main feature. At the base of the architectural cautionary message, they crafted a brilliant crystal basin into the ground and placed within it a gentle whirlpool of Mana that would turn infinitely. This whirpool of Mana connected directly to the vast leyline network, albeit only one-way. Ferenghir named this room the Manaflow Chamber.

Act7: Ferenghir creates the Manaflow Chamber in the Temple of Unity.

What was once a simple room with a pool of Mana, Ferenghir altered further, turning the Manaflow Chamber itself into an artifact. The whirlpool of Mana within the chamber possessed the ability to "wash" a fraction of the power emanating from other artifacts, outputting this clean magical energy into the leyline network it was connected to.

Should another artifact find its way into the pool, the effects of this input of power into the leylines would be enhanced speed, safety, and ease of use. Should an artifact be removed, the leylines would revert to their previous state.

Act8: Ferenghir turns the Manaflow Chamber itself into an ARTIFACT, giving it the ability to channel and disperse a fraction of the "cleaned" power of other ARTIFACTs into the leyline network when they are placed inside the Mana pool. This enhances the speed, safety, and ease of use of the leylines.

Within the Temple of Unity a new room is formed where a great swirling pool of mana fills the floor. This is the Manaflow chamber. Ferenghir blesses this pool so that if artifacts are placed in its water the entirety of the leyline network will be empowered by borrowing some of their power. For now both the Temple of Unity and the Manaflow Chamber wait to be discovered by mortals, but it will be interesting to see what changes this empowered leyline field will bring if artifacts are able to be obtained.
This message was last edited by the GM at 14:48, Thu 28 May 2020.
Osalus
player, 32 posts
Thu 28 May 2020
at 15:14
  • msg #33

The Second Aeon: The Age of Enlightened Magic

Osalus considers the mana, and the deity first gathers a portion of the metal from Gale, and uses it to shape a book, then gathering the Mana from each of the moons he uses it to etch runes upon the metal pages of the book he constructs. Each receiving a portion of the book to contain and define the runes of the pages.

Those runes glow and shift until they finally settle down unable to fight the deity. So it is that the tome takes shape. The magic contained within the runes and pages of metal of the book.

When it finishes the book glows with the mana contained within. A book that bind and holds the mana, and if read it will instruct the user on how to use the mana runes. When these specific runes are transferred to a surface or creature they will do different things. The Runes of the Mana of Gael will allow for forced transformation, and shifting of another by the caster. The Runes of Yazul will allow the transformation and shifting of form to oneself, and lastly the runes of Celestia will allow the enhancement of self for it focuses the mana within for physical powers or enhancement. The book allows mastery of the different types of Mana Runes and of the use of the Mana safely for themselves. Of course the mana is itself not safe, but at least it will give those that read and truly master the tome the ability to use it with themselves not being harmed. It will change the users of course, but it is a controllable change to gain command of the Mana in exchange.

Act 8: Osalus creates the magical art of Mana-Runes
Act 9: Osalus crafts the magical artifact the Tome of the Moons.


Osalus travels then with the book and looks among the Seekers. He hunts till it finds one of the Seekers that is a leader among the Seekers. Osalus appears before him then in the form of a giant Salu serpent but not made of ice, no this serpent is made of shadow and storms with lightning runes crackling across its carved on its hide.

As he places the Tome of the Moons before the Seeker the god speaks. “You have done as I asked, you found the Tree of Knowledge. I give this to you and your people as a gift. I would only ask that you use it and the power that it gives you with the power you have to do your best to oppose that that would abuse mana and the gift that it is. It would do well for you to know of the pantheon of Unity as well. You are a child created by Narcissa of the Ice, you uses the Mana of Ferenghir the Maker of Mana and the moons, and enjoys the food and life created by Vaunht the green lord, and I am Osalus of the Air, Serpents and opponent of those that would miss use Mana. With these gifts, and knowledge you can do good, be sure your people survive.”
With that the deity departs leaving the Tome behind.

Act 10: Osalus delivers the Tome of the Moons to the Seekers and gives them a new quest.


Mana-runes are created along with the Tome of the Moons, an artifact which teaches how to use these new forms of magical power. The Tome is then delivered to the Seekers, Osalus also delivers a message, but without an Act behind it the words have only a small influence.

Taking up the Tome, the Travelers start dabbling with this new power. Inscribing Celestia runes upon themselves they can augment their strength and speed and wrap themselves in even stranger effects. They take great joy in waylaying pilgrims to the Tree of Knowledge and practicing their Gael runes upon them and transforming these travelers into monstrosities. Some enjoy etching Yazul runes into their own flesh and delight in what strange shapes they can coax their bodies into.

Soon the Enlightened send armed forwards into the Yondi Forest and start systemtically hunting down the Travelers to end their scourge. Armed with purifying wands it is a successful scourging and only a small fraction of the Travelers are able to slip back out from the Enlightened territory. With their depleted numbers and the attention they drew to themselves with the conflict its only a short time later that an enterprising Krys, driven by the quest their god had given them, shows up and steals away the Tome of the Moons. Still, knowledge itself could not be stolen and the surviving Travelers still remember a number of the runes they were gifted.

This bloody cleansing of the Yondi Forest also serves as the impetus for the Purists to launch a large scale movement. In already anti-magic City States anyone suspected of conducting magic are driven out or executed by angry mobs, in pro-magic cities Purist riots rock the cities and in many places force laws to be passed hindering magic to appease the Purist factions. In most of the civilized world magic is becoming increasingly vilified, but a few Elevated Kings see an opportunity and welcome displaced mages into their kingdoms while the Enlightened similarly welcomes those who use magic (so long as they abandon any gods they held dear)

This message was last edited by the GM at 20:48, Thu 28 May 2020.
Savios
player, 9 posts
Thu 28 May 2020
at 17:50
  • msg #34

The Second Aeon: The Age of Enlightened Magic

Savios could feel the eerie chill in the divine air; the Aeon was rapidly coming to a close and he had one more opportunity to ensure the safety of his creations. Even his most atheist child would surely feel the effects of what he had planned before he ventured off to another deep sleep. As quiet and translucent as a ghost, the Green Lord pulled his hood over his head and concealed himself in shadows as he walked through the Forest, no longer a strong and capable young man, but an older gentleman with salt and pepper hair and wrinkled green skin who had clearly aged some since his last endeavor on the mortal plane. The normally colorful deity seemed bleak and his cloak flowed ominously behind him, gathering roots and leaves, bits of rock and soil. He loved his creations and he loved the potential and variability of life that he had made, even with the division between the Aspiring and the Enlightened. But one cruel Fate united all mortals, no matter how hard they tried to avoid it.

And so, he began to spin a web, much like a spider, collecting bits and pieces of those who once were but no longer were alive to see the progression society had made since their passing. He who was meant to represent life, was turned on his head and contorted to reflect the somber truth on the opposite pole, the twilight at the end of the road, the permanent slumber. But did it have to be permanent, especially for his wonderful creations and followers who helped shape the world? Savios began to work, forming with his hands like the smiths and the workers, toiling at the ground and shaping tools. He granted the essences of his deceased creations and believers an ethereal form, a spectral one so that they could see and experience what their descendants have said and learned and done since they were alive. Any of his creations or believers who died from that point forward would also be transformed into the same phantasmal being, who temporarily did not have a place but would have one shortly. He named these phenomena Specters and it was the answer to what happened to Savios’ followers and creations after they died. He spends two Acts on this manifestation: one in its initial creation and another to ensure that it happened continuously.

Savios gathers the essences of his deceased creations and believers and reforms them into Specters reflecting their mortal selves.

But he would not leave the Specters to wander the mortal plane, for that would be cruel and unusual, so instead he expended his final Act into making a plane specifically for them. Specters would be able to come and go from this plane as they pleased, and it would manifest locations involving the things and places in life that they loved the most: teachers and scholars would find libraries with endless rows of books here containing knowledge they had never known. Hunters and explorers would find wildlands rich with game and endless biomes for exploration. Shaman and other mages could practice their magic freely. His Priests would tend to dozens, hundreds, thousands of Trees of Biomancy if they chose. Those that found peace meditating by the Falls of Aspiration would find themselves next to a manifestation of the blessed place. Pouring every last drop of power he had into this final resting place, he blinked out of the Void and inside of it himself.

Savios spends an Act in the creation of the Spectral Plane, the eternal resting place of the Specters.

Savios grants that certain beings become SPECTERS upon death, but he declares these two groups to be his creations and follows. These are two distinct groups and to so designate two specific groups would require two separate acts, thus Specters come to be touched by wrath. Both groups shall be capable of becoming specters, but true faith will not be required, mere lip service is enough to buy ones way to entry into the Spectral Plane. In this way Savios creates an afterlife so that mortals do not simply cease existing when they die. This plane is much like the material world in appearance and interaction, only here the specters go on eternally. Soon the first dead start to arrive, shaman and Aspiring and other of his believers, but also some who only pay passing honors to the Green Father. For now this mingling or true-faithful and non has little issue in afterlife.
This message was last edited by the GM at 21:01, Thu 28 May 2020.
Kargous
player, 20 posts
Thu 28 May 2020
at 19:58
  • msg #35

The Second Aeon: The Age of Enlightened Magic

Kargous once more beheld All that was wrought by his brothers and sisters, Kargous new it was time for him to form  the thing he was working towards for some time. They would not be children in the traditional since, but more helpers in the Great Work. So thinking he went to one of the great trees at the poles and took from it a portion of one of the remaining crystals there, and  added to it a bit of earth, and water, and fire, and lastly air. In the likeness of his own form it was, the basic form of an anthropomorphic  being, with no descernable race, or gender, but having all the aspects of four elements. To this he gave the power of thought, and of action, of life in most of its forms - - save the need for sleep, and food, and breath - - and the crystals inside it it would be immuned to magic, but would not remove it from wherever it encountered it. To it too he gave it the power to move through all four elements and the power to alter them. To this he stamped a connection to himself, and the warning to never appear before mortals, and lastly he stamped his presence upon it, so all of Kargous peers would know to whom these helpers served. From this one Kargous made fifty copies and put half on Oceaus,   and  the other half on Niman, but for the moment though they sleep.

Act 7:Kargous creates the Geog Dae, composed of four elements they can shape them, alter them, and move through them, and like Kargous are to not to be seen by mortals.

Having completed this Kargous returns to the poles, and removing one of the smaller trees   that can disbel magic, he creates another being, hominid like the previous, but instead of fire, wair, water, and earth, Kargous gives these beings the ability to alter plants, to move through them, and to hide in them. These plant beings are immuned to magic as well, and are alike to the others in every respect, save that they can also communicate telepathically and empathically both with  the Geog Dae, with mortals, and with Kargous himself. These Kargous calls the Geog Anon, and creats fifty of them, and places twenty-five on both worlds, to awake on his command and work his will, but for now both sleep.

Act 8Kargous crafts the Geog Anon, to assist and work with the Geog Dae.

Kargous has no further actions for now, so he waits.

And so Kargous creates Geog Dae and Geog Anon and greatly over extends the power of a single Act. For with one Act he creates Geog Dae, imbues them with the power to manipulate elements, grants them immunity to magic and also shrouds them from mortal eyes. Feasibly four Acts for each distinct power as well as their creation. The Geog Anon are similarly blessed, they too are immune to magic and they communicate telepathically. So three Acts.

And with so very much power attempted to be poured into these creatures, the one hundred entities that are created are very much different than intended. The Geog Dae are indeed invisible to mortals, they do have the power of the elements, they are indeed immune to magic, and they are utterly destructive forces of nature. Heedless of commands, they roam the planet in the form of living natural disasters, where they pass typhoons lay the earth flat, great violent tidal waves appear, magic inexplicably fails and leylines are severed. The Geog Dae are the embodiment of disaster and spread misery and destruction with their passing.

The Geog Anon are only slightly less of a tragedy. These entities wander the land and spread their emotions and moods like a plague, when they rage other mortals rage, when they feel sad then other mortals cry, their moods infect others for miles around. They, at least, are not invisible and mortals soon learn to try to drive these creatures away, they even manage to slay a few.

With the creation of the Geog Dae and Geog Anon great unrest has been unleashed upon Oceaus and it fuels the already sensitive political atmosphere. Famines become widespread as the endless series of natural disasters continually unfold and societies start to break down.

This message was last edited by the GM at 21:13, Thu 28 May 2020.
Arcturus
player, 11 posts
Thu 28 May 2020
at 21:01
  • msg #36

The Second Aeon: The Age of Enlightened Magic

Knowing the end of the Aeon will be ending soon, Arcturus reflects upon what has occurred. The many artifacts and individual magical gifts were intriguing, and yet he sympathized with those who fell victim to it.

“Although I love seeing the effects of so much magic, the time has come to give some protection to those who fear magic.”


Arcturus manipulates the elements, the magic, and the void itself. He envisions 2 new abilities and writes the process to mastering them upon 2 scrolls. These are not artifacts, for they themselves are simple parchment, but the knowledge contained upon them is great and terrible.

The Scroll of Magical Defense: Secret knowledge once mastered will allow a creature to create a small bubble of protection (about 6 feet wide) for a few minutes. No magic can enter this bubble, although there are limits. Another bubble cannot be created by the same creature or in the same location for at least one hour.

The Scroll of the Darkest Curse: This teaches a dark power that can only be used in the moments right before a violent death. As the creature loses its life, he may curse any other creature within his sight. Those cursed will lose the ability to use magic forever.

Arcturus creates The Scroll of Magical Defense with the knowledge of creating an anti-magic shield.

Arcturus creates The Scroll of The Darkest Cures that allows a dying creature to remove the magical abilities of another.



Finally, Arcturus scatters copies of the scrolls across the void.
(Although it will still much study and practice to master either of the skills)

Creating two new abilities, Arcturus creates a ritual that a mortal can learn which provides temporary protection from magic and another more desperate ritual of the Darkest Curse when if used before a being breathes its last it can strip another entity of its ability for magic. These knowledge are then disseminated across the Void.

On Celestia the Krys who stumble across these magics are horrified at their implications. The idea of blocking or limiting magic is anathema to their way of life, they quickly ban practice or disseminating the knowledge of these practices. All of their leyline towns are also required to enforce this law or else be cut off from the network of leyline travel.

For the Purists the appearance of these new powers are viewed as divine support for their movement. What was once a political movement starts to develop into a religion all of its own, what gods it worships vary from region to region (Though the gods they revile are largely consistent, Ferenghir and Osalus being viewed as diabolical figures in their faith) more important than the gods they pay fealty to are the notion that the gods put magic into the world to test, twist and tempt mortals. The true path is one forged by mortal hands with natural implements. Already a movement on the rise, with faith thrown into the mix the Purists become a powerful new faction.

All across Oceaus the world has been carved up by Elevated Kings, Independent City States, the Purists, the Enlightened Empire, the Holy Nation, the precarious leyline boom towns. Now all these various factions with differing philosophies are starting to clash. Magic spread liberally and in its many forms has become a flash point for the coming conflict and the various faiths now eagerly seek to show their kin that their god is the truest and most worthy of following. Some wildly tumultuous times are to come. The catastrophes of the Geog Dae are only the precursor.

This message was last edited by the GM at 00:05, Fri 29 May 2020.
Vor
player, 7 posts
Fri 29 May 2020
at 06:03
  • msg #37

The Second Aeon: The Age of Enlightened Magic

Within the Starforge chamber, Vor listens to the rumble of storms and earthquakes and rage. They listens and weeps, then begins a keening ulating song, from both their trunks. It rises, its notes hanging upon the wind

Action: Vor blesses the Geog Dae with a calming fascination with music, song and harmony

Their song fading, Vor walked into the City of the Fall, resting their hand upon each of the Makers in blessing and whispering in their ears

Action: Vor blesses the Makers of the City of the Fall with longevity

Finally, they sends another vision: this one is to the children, of many races and creeds. They are unveiled within the vision, speaking of balance and an inner oneness

Action: Vor blesses a generation with the inspiration for peace

By Vor's will the Geog Dae gain a facination with music. Now if a minstril is brave enough they can walk into one of the approaching calamities and with a song calm the raging tempest. Stories soon spread far and wide and mortals have a way to mitigate these living disasters (Though not all storms are caused by the Geog Dae and mortals sometimes struggle to understand why their songs work on one storm but not another.)

The Makers who first found the City of the Fall experience a blessing from Vor, their lives shall be longer than normal mortal limits. Thus their time to engage their works is greatly expanded, as violence is banned in the city barring accidents these Makers will live to see the return of the gods.

Lastly, Vor attempts to bless a generation with inspiration for peace, but the Act was attempted before new Acts were distributed, thus nothing occurs. Though it may be attempted again now that Acts have been dispersed.

This message was last edited by the GM at 17:15, Fri 29 May 2020.
Kargous
player, 21 posts
Fri 29 May 2020
at 15:31
  • msg #38

The Second Aeon: The Age of Enlightened Magic

Kargous weeps for his folly. Then using all his divine  energy he unravels his creations the Geog Dae and the Geog Anon,   unmaking them by pulling apart the threads that were used in their crafting, as to ensure that in their unmaking no further catastrophes  are caused as a consequence of either of his children.

Final Act Kargous unmakes the Geog Dae and the Geog Anon

Retreating from existence, in his final moments Kargous reaches out to make the Geog Dae and Geog Anon, which again could be seen as two distinct acts as they are two distinct entities, but as Kargous deems it as his last wish it comes to pass without incident. As the rules that govern the gods state an action cannot be undone, as the sites where these entities are unmade the weather is more tempermental and moods may be prone to sudden swings, but these are localized events and able to be planned for. The violence storms and plagues of moods fall away removing at least one pressure from mortals.

The Holy Nation, now without both its patron gods, has started to slip into decay. It is slow thing, none of its adherents can precisely say what has changed, but the zealotry which ignited its previous generations is fading. It's priests and religious figures are just as likely to have taken the positions for political gain or wealth as they are for true faith. Rumors carried to the Mirror Island from across the sea say that the Tree of Knowledge says Rhullark is dead. These accounts are dismissed as heresy... but they still swirl and spread. The once flourishing nation starts to move towards stagnation and corruption.

But while suns set, others rise, the Aspiring have been quietly gaining momentum as a group of intellectuals. While still reclusive and mainly located around the safety of the Falls of Aspiration, the schools they have set up abroad are highly regarded and are seen as coming with fewer political strings attached than the equally regarded Enlightened versions. The quiet rivalry between the Green Way and the Aspiring continues, often with priests of the faith arranging sermons at the same time to hold quiet competitions to see who can draw the larger gatherings. What was once a single faith is now clearly two.

This message was last edited by the GM at 17:25, Fri 29 May 2020.
Osalus
player, 36 posts
Fri 29 May 2020
at 18:42
  • msg #39

The Second Aeon: The Age of Enlightened Magic

Osalus decides he wishes to ensure the Osu'ixie will be well while the gods slumber. So the god travels to the floating island there he spends time speaking to the Osu'ixie appearing before them as an elder Osu'ixie. He performs sermons for them taking time to spread and form a religion, that focuses on the Pantheon of Unity.


Act 11: Osalus establishes a religion around the Pantheon of Unity

Approaching the Osu'ixie in their metal jungle homes, Osalus spreads the word of the Pantheon of Unity. The message is well received and the Osu'ixie start to follow this pantheon. Right now this new religion is comprised entirely of the small folk, though they work on spreading the word of this new union. Mages, rapidly becomingly a marginalized group, are particularly open to hearing of a new religion that also represents two of the gods who are more supportive of magic than most.
This message was last edited by the GM at 14:38, Sat 30 May 2020.
Vaunht
player, 20 posts
Fri 29 May 2020
at 18:52
  • msg #40

The Second Aeon: The Age of Enlightened Magic

Vaunht continues with his project. Firstly, he sets the Seed aside for now, and creates a new type of being, one fueled by nature itself: the Dryads. The Dryads are nature spirits, that are natural guardians of plant life, and can also only live when plant life is plenty. Vaunht introduces the Dryads to the world first, so they may have a little time to mature over the passing of the aeon before the Rokuto Tree is introduced. Turning back to the seed, Vaunht decides to focus on the magic aspect of the tree that will one time sprout from it. When the tree grows to it's full potential, it will attact the Dryads to it, and the dryads will be friendly towards those that respect nature, but fierce enemies of those that do not. This is all achieved by the magic that will radiate from the tree and permeate all the land that surrounds it.

ACTS 10, 11 and 12: Vaunht creates the Dryads. Vaunht adds magical properties to the trees to attract the dryads once it grows. Vaunht dictates that Dryads will be friendly towards nature lovers.


Creating dryads, Vaunht binds these spirits to trees which serve as their home and wards. Once the Rokuto Tree matures it will attract these dryads and the forest spawned in its shadow will be plentiful with these nature spirits. Vaunht also imbues a natural camaraderie into the dryads towards others who appreciate nature. For now the dryads are scattered across Uguay as the Rokuto tree hasn't put out its call yet. They mingle with the isolated shaman and debate with the Green Speakers who wander their forests, their only conflicts are when the expanding civilizations threaten their trees, most often those being the leyline boom towns.

Meanwhile the Stone of Darkness on Celestia has been wielded by its thief to form his own kingdom. The sorts of magic he's capable of have never been seen before, for an Artifact is greater than any magic a mortal could normally wield. This artifact thief's desire for recognition has grown and warped over time, he wants to prove that he's the greatest artifact collector of them all. This puts him into competition with the Elevated King of the Krys who also has his eyes on the Vorian Rosetta. Soon groups following the two start to skirmish, but the wielder of the Stone of Darkness prevails (When he hand sculpted several Krys warping their bodies so that they were faster and stronger and hardly Krys anymore the odds were stacked in his favor) With two artifacts in hand, he starts to seek out the Temple of Harmony, for word has begun to spread of his undiscovered temple crafted by the gods themselves. The Tree of Knowledge knows all (At least from the mortal perspective, the gaps of Kargous' work go unnoticed.)

This message was last edited by the GM at 14:48, Sat 30 May 2020.
Vor
player, 9 posts
Sat 30 May 2020
at 03:58
  • msg #41

The Second Aeon: The Age of Enlightened Magic

With their blessing of song stifled and one they thought might become an ally unmake, Vor sat within the Starforge and contemplated. They sent out a vision, a mode that had become familiar

They sent a vision, to the faithful of the Holy Nation: Generous Rhuisl of Reflections and the Isle; Ighinger the Builder. Behind them, in the shadows to begin with, a smith toiled - massive form, the shadows fading to reveal the elephantine form of Vor

Action: Vor blesses the faithful of the Holy Nation with a vision of themselves as the heir to Rhullark and Karguous

Visions appear to Rhuisl and Ighinger, two previously unimportant but devout citizens of the Holy Nation. Called to action by these divine visions, they spread word of what they had seen. There is excitement among the common citizenry and rumblings of concern among the leadership. A divine visitation hasn't occurred in the Holy Nation for generations and many citizens flock to these two eager to hear of what they had seen, but those leaders who had become entrenched and more bureaucratic than truly faithful see these messages as foreign, different... and a threat. Priest of the Holy Nation ban talk of this strange god, but it doesn't keep the meetings from happening behind closed doors. Soon these two vision holders decide they must go seeking the meaning behind their visions. Rhuisl is the first to go and a sizable following trails in their wake. Disturbed by the loss of their flock, the priests intervene when Ighinger tries to do similar, he's captured and imprisoned.

Those following Rhuisl cross the seas to Uguay and following rumors of puzzle visions and craftsmen, they have a long journey ahead of them. They have little to go on but hearsay and second hand gossip. Their meandering path sends them wandering for years and gradually members fall away, but finally they find they way to the City of the Fall. There they reach the culmination of their long journey and the small flock to Vor grows.

This message was last edited by the GM at 14:56, Sat 30 May 2020.
Ferenghir
player, 31 posts
Sat 30 May 2020
at 07:18
  • msg #42

The Second Aeon: The Age of Enlightened Magic

Ferenghir believed that magic had much to offer the world. They were saddened to see the destruction wreaked by Kargous's creations, yet even sadder still at Kargous's fading from existence. His ultimate goal had not been very different from that of Ferenghir and the other gods who supported magic.

Yet while enhanced travel had certainly been a boon to magic's image among mortals, magic's raw power had yet to be safely harnessed, its energies instead being channeled toward destruction and entropy.

And so Ferenghir crafted a magic of peace and prosperity. Utilizing mere trace amounts of Mana, this magic would enhance the health and bounty of plant life (though not the speed at which it grew). Dubbed Managriculture, this practice would no doubt bring bountiful harvests and ward off famine and conflicts over food.

Pantheon of Unity Act 1/4: Ferenghir creates Managriculture, the magical practice of using trace amounts of Mana to enhance the growth, health, and bounty of plant life.

To distribute this practice, Ferenghir took the form of an old Kyris master of Managriculture named Jyssa, a strong magic user who had turned her talents and research toward more peaceful application of magic. Utilizing this form, Jyssa would travel Celestia and Oceaus (leyline travel was trivial for such an advanced user of magic), taking on apprentices of any race or religion who wanted to learn Managriculture.

It would be common to see a band of three or four different races traveling with Jyssa, searching for farmland on which they could work in harmony and unity to practice their magic. Curious for a Krys, who did not need to consume food, to develop a magical ability in which to grow it better, but for that very reason, Jyssa would be seen as an altruistic and benevolent person.

Act9: Ferenghir descends in the form of an old Krys master of Managriculture named Jyssa who spends her life taking on apprentices and spreading the practice of Managriculture.

Jyssa would not be just a wandering lunatic with a crackpot magical ability. The Pantheon of Unity would assist in taking Jyssa's beliefs and placing the power of persuasion and motivation behind the words. Jyssa would develop a philosophical belief that focused upon living life in a manner in which everyone (including oneself) could benefit from the exchange.

This philosophy made no claims to divinity and in fact Jyssa was adamant in quelling any attempts to elevate her beyond what she was: a student of magic and a proponent of putting differences aside. As part of its belief in unity, the Jyssan philosophy welcomed all religions, races, and beliefs as an opportunity to both discuss and celebrate the differences. "We are all united by our mortality, our shared fate. Our flames will eventually be snuffed, but until then, we should gather together in peace and unity and shine as bright as any star."

Chief among the beliefs being the idea that a celebration of unity best occurred when the needs of all had been met. To the races that ate, this almost unilaterally translated into the tradition of unity through meal sharing.

Pantheon of Unity Act 2/4: Through Jyssa, the Jyssan Philosophy is spread, a way of thinking and living compatible with all peaceful religions that stresses cooperation and unity toward a brighter future.

A new form of magical manipulation is created with Managriculture, a power of sowing crops with mana to bolster their produce and health. The teaching of this practice is spread by an unexpected teacher, a Krys named Jyssa. She roams Uguay visiting leyline towns and larger City States and spreading this new knowledge. How it is received depends on how temperament of the settlement visited, those who struggle with enough food welcome this change, those cities with plenty and a predisposition to oppose magic throw her out or even try to arrest her, but she manages to slip through the fingers of the authorities, almost like a divinity watches over her...

Lastly, the Jyssan Philosophy is created, one that teaches of peace and cooperation. Not an actual religion but a way of thinking, it becomes popular among Green Speakers and Aspiring. Ironically, those in positions of power are fond of Jyssan Philosophy as well since it tends to help placate the masses, some of the most cunning Elevated Kings or Enlightened mayors etch these proverbs across their city to encourage their citizens to be submissive and dutiful. In large part it works and helps these cities be more stable and the position of the rulers to be more secure.

With the growing faith of Unity and the spreading Jyssan Philosophy there is at least a counter movement to the conflict that threatens to sweep across the worlds. The Foreseen have some relief in that their visions see some small pockets of peace in the future, but the conflict itself has not been quelled, nor will it be with so many various factions and differing philosophies.

This message was last edited by the GM at 15:05, Sat 30 May 2020.
Osalus
player, 38 posts
Sat 30 May 2020
at 18:22
  • msg #43

The Second Aeon: The Age of Enlightened Magic

Osalus steals into the void and manifesting before the Krys who possesses his creation the Tome of the Moons. The deity pulls it from the mortals grasp. The deities displeasure was a palpable sensation. The god then departs and delivers the Tome to Osu'ixie in their metal jungle home. Finding a Osu'ixie faithful to the god who would be sure to protect it.

Act 12: Osalus moves the Tome of the Moons to the Osu'ixie.

The Tome of the Moons is reclaimed from the Krys, much to their frustration, and delivered to the Osu'ixie. Delighted with their gift, the keeper of the tome, the Runesmith, starts to use the new artifact liberally, even using some runes to make Oxu'ixie larger so they can better compete with the big folk in areas like labor and serving as guards. High above the other races on the floating islands of the Archipelago they remain above the petty struggles that have consumed the other races.
This message was last edited by the GM at 15:28, Sun 31 May 2020.
Vaunht
player, 21 posts
Sat 30 May 2020
at 18:49
  • msg #44

The Second Aeon: The Age of Enlightened Magic

As his last action before the start of the new Aeon, Vaunht gives the Rokuto Seed intelligence. The Rokuto Tree will be the direct representative of Vaunht's will in the world, and will need to be able to process information to spread it among those that worship nature. It lacks as of now the potential to sprout senses, but that gift will be one created during the new Aeon. For now, the Rokuto Seed remains, the full potential of the Rokuto Tree yet unrealized.

ACT 13: Vaunht makes the Rokuto Seed sentient.

The Rokuto Seed becomes intelligent. Without most senses it simply exists, it has no touch or sight or taste with which to interpret the world. Though it can recognize things like rainfall, the nutrients in soil and the push and pull of the wind.
This message was last edited by the GM at 15:30, Sun 31 May 2020.
Vaunht
player, 22 posts
Sat 30 May 2020
at 18:55
  • msg #45

The Second Aeon: The Age of Enlightened Magic

Being tasked with aiding the Pantheon of Unity, Vaunht decides that it would be wise to help all creatures understand each other. And so, Vaunht uses one of the Pantheon Acts to create a common tongue, that shall spread like wildfire among the different tribes, being easy to learn by any who try to.

Pantheon of Unity Act 3/4: A common tongue is introduced to the world.

A common language is created and shared across the world. This universal language helps for bridging gaps between some of the most far flung colonies and peoples. It becomes the universally adopted language of business and trade to ensure there aren't miscommunications and it helps bridge some gaps caused by time and culture.
This message was last edited by the GM at 16:47, Sun 31 May 2020.
Arcturus
player, 12 posts
Sun 31 May 2020
at 01:55
  • msg #46

The Second Aeon: The Age of Enlightened Magic

As the second Aeon comes to an end, Arcturus feels the mortals may experience dark days. Perhaps he could create something of hope and beauty.

He crafts in his mind a simple flower, purple with a faint golden glow in the center. He scatters these flowers in small clusters across the void. Their rare, but the powerful scent will heal most wounds an illnesses.

Arcturus creates the purple healing blossoms.

Although not a part of the Pantheon of Unity, Arcturus finds their goal of a common language a noble one and decides to use his last act to assist them in their goal.

Arcturus expands the common tongue created by Vaungt to include a written form.

Purple healing blossoms come to be a rare but potent medicinal plant. Just smelling their fragrance is enough to cure wounds and heal illnesses. The knowledge that these exist soon sends many mortals on quests to find them to heal others and the flowers are just rare enough that success is not assured.

Lastly, Arcturus gives the Common Tongue a written form which is able to be understood by anyone. This helps to usher in far more forms of written communication, letters start to become popular, one City State starts to publish a newspaper, and written contracts become increasingly popular to set up trade agreements as they're far easier to verify and less fickle than using a Singing Stone.

This message was last edited by the GM at 16:53, Sun 31 May 2020.
Osalus
player, 39 posts
Sun 31 May 2020
at 05:25
  • msg #47

The Second Aeon: The Age of Enlightened Magic

Uquo slips among the Travelers again, and speaks to them as he does so he organizes them creating within what remains of them an order that has a focus within the pantheon of the Unity.

This order is designed to oppose those that would abuse mana, and life. To oppose tyranny, corruption and darkness. To maintain a balance with nature, and the gods.

The god forms this among the Travelers because they are uniquely placed to be able to do many things for good, and to maintain a balance.

Pantheon of Unity Act 4/4: Creation of the Order of Travelers


A very small order, for very few Travelers have the proper mindset for such a noble group, become the Order of the Travelers, still slightly crazed by their own magical natures, these Travelers use their magic to fight tyranny and corruption. (Though neither of these terms were ever defined by the gods so sometimes their interpretation is loose.) They still roam the lands, but now rather than terrorizing the populace they use their powers to strike the wrongdoers. The other Travelers think this Order of Travelers is highly amusing in their single mindedness.
This message was last edited by the GM at 13:40, Thu 04 June 2020.
Ferenghir
player, 34 posts
Sun 31 May 2020
at 08:13
  • msg #48

The Second Aeon: The Age of Enlightened Magic

With the Aeon coming to a close, Ferenghir sought to give a final gift to all of creation, one that would hopefully last and keep giving. The races had all grown so much since their inceptions, and the beauty in their growth rivaled that of the gods' own machinations.

And so, Ferenghir crafted an artifact. They wove microscopic lattices of Mana until the structure became rigid, forming the shape of a large bell. Words would no longer remain on the tip of the tongue, ideas would come more readily, and the thirst for knowledge would be a welcome companion. This artifact would not be used: it would just be. And all within one mile would feel its effects. They called this artifact Turincite.

Act10: Ferenghir creates the ARTIFACT Turincite, a large bell-shaped crystal that stimulates intellect and curiosity in living creatures within one mile.

Next, Ferengir searched for a suitable home for Turincite, one where its powers might not be squandered. They found such a home in a Celestian magical academy called Kyrpoint. The students here were among the most motivated and the professors were open-minded and nurturing. Ferenghir placed the artifact within the bell tower of the academy, disguising its origins as a donation from an anonymous benefactor.

Act11: Ferenghir places Turincite within the bell tower of Kyrpoint, a Magical Academy on Celestia.

Then, Ferenghir reached out to the dean of Kyrpoint Academy in a dream. In this vivid dream, the dean found himself on campus surrounded by a bustling crowd of various races. An event was going on, a symposium of magic research. Much like the ancient Krys magic competitions that still existed to this day, this symposium would gather the best and brightest magic users throughout the leyline network. But instead of competing for glory or fame, they would come to discuss and learn.

Act12: Ferenghir inspires the dean of Kyrpoint to host an annual magic symposium open to all races in the spirit of academic cooperation and the advancement of magic.

On Celestia one particular school of magic is elevated as Ferenghir blesses it several times over. The bell Turincite is placed there and when rang stimulates the minds of those who hear it. Though obviously an artifact, those at Kyrpoint believe the bell was simply gifted to them, which in a way it was, but they don't realize it came directly from Ferenghir himself.

Kyrpoint starts to host its own magical symposium each year. This is different from the planet wide competition in that the symposium is not competitive, but rather a meeting of minds to foster discussion and discover. An ever greater contrast is that other races are welcome, even encouraged, to attend. With the leylines now offering travel, the even slowly grows each year.

This message was last edited by the GM at 13:48, Thu 04 June 2020.
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