Isharon

Empath Spellbook

Oct 7th, 2015
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  1. *~ Table of Contents ~*
  2.  
  3. Books of life magic employed by the Empath:
  4.  
  5. Chapter 1: Healing Chapter 4: Protection
  6. Chapter 2: Body Purification Chapter 5: Mental Preparation
  7. Chapter 3: Life Force Manipulation
  8.  
  9. Arcanum and Lore:
  10.  
  11. Chapter 6: The Book of Immortals Chapter 8: Scrolls
  12. Chapter 7: Healing Reagents
  13.  
  14.  
  15. You turn the delicate golden parchment pages to the chapter entitled "Healing" in your viper scale spellbook.
  16. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  17.  
  18. ~* Spells and Knowledge pertaining to Healing *~
  19.  
  20. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  21.  
  22. *~ Notes on the Vitality Healing spell ~*
  23.  
  24. The secret of blood, fully understood only by Empaths and Necromancers, is that it is life force given liquid form through a miracle of the flesh. Vitality Healing functions on this principle, restoring blood lost from trauma and health compromised by magic or illness with a single gesture.
  25.  
  26. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heal Scars. It will also cost two spell slots.
  27.  
  28. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  29.  
  30. *~ Notes on the Heal Wounds spell ~*
  31.  
  32. The most fundamental tool of the Empath, Heal Wounds attempts to restore a body part to its natural state, as defined by the Empath's race, age, heredity and so forth. It cannot "cure" senescence or correct birth defects, but its effect on wounds and trauma is miraculous. When cast on a body part (CAST [bodypart]), it will attempt to heal external wounds first, and then internal if any healing potential remains. An empath can choose to heal only external wounds or only internal wounds as well (CAST [bodypart] [EXT|INT]). The empath can also attempt to heal internals first with any remaining power going to externals (CAST [bodypart] REVERSE).
  33.  
  34. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of one mana streams, and can expand to a maximum of one hundred two mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. This spell has no prerequisites. It will also cost one spell slot.
  35.  
  36. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  37.  
  38. *~ Notes on the Heal Scars spell ~*
  39.  
  40. The second of the fundamental healing spells, Heal Scars functions in an identical manner as Heal Wounds (all CAST options described in Heal Wounds applies to this spell as well). Where Heal Wounds restores functionality and flesh to body parts, Heal Scars smoothes out the flaws left behind. Calluses, scars and lingering aches fade away under corrective magic, returning the body part to the ideal form for the Empath's age and natural fitness.
  41.  
  42. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of four mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heal Wounds. It will also cost one spell slot.
  43.  
  44. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  45.  
  46. *~ Notes on the Heal spell ~*
  47.  
  48. A matrix built around the two fundamental healing spells, Heal attempts to locate and heal the worst wounds of the Empath, doing whatever correction is necessary to bring his body to wholeness. The Empath can specifically cast it with wounds or scars in mind to focus the spell upon the worst injury of the given type, or allow it to do its best for both. The spell can heal multiple injuries with enough potency, but it is very inefficient at doing so.
  49.  
  50. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Vitality Healing. It will also cost two spell slots.
  51.  
  52. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  53.  
  54. *~ Notes on the Regenerate spell ~*
  55.  
  56. Regenerate, as the name suggests, drastically enhances the Empath's metabolism with healing magic, allowing him to "naturally" recover from wounds and scars while the spell is maintained. The scope of the spell is dictated by the potency of the spell: the more power the spell has, the greater the wounds it can close.
  57.  
  58. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of forty mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heal, and be circle 30. It will also cost two spell slots.
  59.  
  60.  
  61. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  62.  
  63. *~ Notes on the Fountain of Creation spell ~*
  64.  
  65. The Fountain of Creation spell unleashes a powerful emanation of Life energy through its caster's body, attempting to restore the body to its idealized state in one fell swoop. Though the power of this pattern can be miraculous, it is incredibly draining to use. Realizing this spell requires not only mana but the very life force of its own caster, potentially causing an immediate collapse from exertion.
  66.  
  67. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of thirty mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heal, and be circle 30. It will also cost three spell slots.
  68.  
  69. There are only 6 pages in this chapter.
  70. You turn the delicate golden parchment pages to the chapter entitled "Body Purification" in your viper scale spellbook.
  71. Learned: Mechanical Lore, Scholarship
  72.  
  73. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  74.  
  75. ~* Spells and Knowledge pertaining to Body Purification *~
  76.  
  77. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  78.  
  79. *~ Notes on the Blood Staunching spell ~*
  80.  
  81. The Blood Staunching spell temporarily halts the flow of your blood, keeping you from bleeding to death during that time. In addition, you can pre-cast the spell as a preventative measure in case you begin bleeding. If you attempt to replace a cast of the spell and have wounds that would otherwise be bleeding, they may resume bleeding again for a few moments as the fresh cast of the spell takes effect.
  82.  
  83. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heal Scars. It will also cost one spell slot.
  84.  
  85. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  86.  
  87. *~ Notes on the Flush Poisons spell ~*
  88.  
  89. The Flush Poisons spell will assist your immune system in quickly ridding your body of dangerous poisons. You can cast it in general, or cast it upon a specific poison by location or name. A practitioner with knowledge of the Adaptive Curing technique may also cast the spell as a reactive ward against poison, rather than waiting to perform a curing afterward. Further, an Empath with such knowledge who casts the spell while poisoned may find that a strongly-cast pattern will linger protectively if it succeeds in eliminating toxins with power to spare.
  90.  
  91. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Blood Staunching. It will also cost one spell slot.
  92.  
  93. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  94.  
  95. *~ Notes on the Cure Disease spell ~*
  96.  
  97. The Cure Disease spell will seek out diseases in your body and aid your immune system in eradicating them. You can choose to target a specific disease if you wish. A practitioner with knowledge of the Adaptive Curing technique may also cast the spell as a reactive ward against disease, rather than waiting to perform a curing afterward.
  98.  
  99. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Blood Staunching. It will also cost one spell slot.
  100.  
  101.  
  102. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  103.  
  104. *~ Notes on the Adaptive Curing spell ~*
  105.  
  106. Adaptive Curing is not an independent spell, but an extension of the Cure Disease and Flush Poisons patterns. With this knowledge, an Empath can cast either spell as a reactive ward against poison or disease, rather than waiting to perform a curing afterward.
  107.  
  108. This is a metaspell. In general, metaspells are not cast, but instead are prepared, invoked, or passively used to gain some benefit that alters one or more other spells. This spell is only found on scrolls. Before you can learn this spell, you must know one of Cure Disease or Flush Poisons. It will also cost one spell slot.
  109.  
  110.  
  111. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  112.  
  113. *~ Notes on the Heart Link spell ~*
  114.  
  115. Heart Link establishes a vital connection between the Empath and a subject, granting the subject a measure of the Empath's holistic well being. Under the protection of a Heart Link, bleeding is reduced, poisons and diseases are stifled, and the Empath's life force flows outward to replace lost vitality. In previous years Heart Link was feared more than loved, due to its connection to the crippling Nissa's Binding. Advances in spell design have severed the two patterns, rendering Heart Link a purely beneficial spell.
  116.  
  117. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast on other adventurers. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Mental Focus. Additionally, you must know one of Cure Disease or Flush Poisons. It will also cost three spell slots.
  118.  
  119. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  120.  
  121. *~ Notes on the Absolution spell ~*
  122.  
  123. Absolution is a bitter spell, one which the Khalo refuse to teach. Nonetheless it has propagated in the corners of the Five Provinces for its sheer utility. By undergoing the ritual of Absolution, an Empath may dull his talent. While detrimental to his healing and general bodily health, it has one dramatic advantage: while the dampening effect remains, the Empath is too far removed from the twisted life essence of the Undead to empathize with them. A warrior-empath is thus able to confront the undead hordes and their lich overlords with impunity.
  124.  
  125. This is a ritual spell, which means that it requires a high amount of mana to use. These mana costs can be alleviated somewhat by invoking the proper ritual focus while preparing the spell. It affects yourself. It requires a minimum of one hundred forty mana streams, and can expand to a maximum of six hundred twenty mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is only found on scrolls. Before you can learn this spell, you must know one of Cure Disease or Flush Poisons. It will also cost two spell slots.
  126.  
  127. There are only 6 pages in this chapter.
  128. You turn the delicate golden parchment pages to the chapter entitled "Life Force Manipulation" in your viper scale spellbook.
  129. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  130.  
  131. ~* Spells and Knowledge pertaining to Life Force Manipulation *~
  132.  
  133. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  134.  
  135. *~ Notes on the Refresh spell ~*
  136.  
  137. Refresh strengthens the subject with a rarified form of Life energy, increasing how quickly he recovers from fatigue. This pattern can even fortify the subject beyond his normal limits, granting him supernatural endurance. Though it can be cast on others, the pattern is especially effective when self-cast.
  138.  
  139. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of one mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a professional in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heal Scars. It will also cost two spell slots.
  140.  
  141. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  142.  
  143. *~ Notes on the Raise Power spell ~*
  144.  
  145. Raise Power temporarily strengthens the Life mana at your location through a minor act of sacrifice. The matrix is fed by a portion of the caster's life force, inevitably leaving him exhausted. Anyone in the caster's group will contribute a smaller portion of energy to the casting, but is spared from the debilitating effect of the spell.
  146.  
  147. This is a battle spell, intended to be prepared quickly and cast on an area or group while in battle. It affects yourself. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know one of Paralysis or Vigor. It will also cost two spell slots.
  148.  
  149. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  150.  
  151. *~ Notes on the Gift of Life spell ~*
  152.  
  153. Gift of Life opens the caster to the ebb and flow of life energy that feeds the world. This state improves the caster's ability to form and maintain links, and also makes him more hardy.
  154.  
  155. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Refresh. It will also cost two spell slots.
  156.  
  157. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  158.  
  159. *~ Notes on the Vigor spell ~*
  160.  
  161. Many empaths are tempted to neglect their physical skills in favor of their mental and magical abilities. Your mind and magic will serve you well in many situations, but when wit and diplomacy fail, you may find that a more corporeal approach is needed. Your Empathy already allows you to enhance and restore others' bodies, but you should not neglect your own. Your body must be the able servant of your mind. The Vigor spell will improve your muscular control, allowing you to temporarily imbue yourself -- or your Guardian Spirit -- with added strength and agility.
  162.  
  163. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target, on other adventurers, and at hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Gift of Life. It will also cost one spell slot.
  164.  
  165.  
  166. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  167.  
  168. *~ Notes on the Paralysis spell ~*
  169.  
  170. Paralysis, when successfully cast, projects an anesthetic solution at the target, causing a complete loss of muscle control. A well-targeted attack can cause its victim to lose his balance or even fall impotently to the ground. As with most Life spells, the solution is ineffective against the undead in fact, it will likely only anger them further.
  171.  
  172. This is a targeted spell, which must be TARGETed at a specific opponent. This spell does impact and puncture damage. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Targeted Magic skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Lethargy. It will also cost two spell slots.
  173.  
  174. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  175.  
  176. *~ Notes on the Lethargy spell ~*
  177.  
  178. The Lethargy spell, if cast successfully, deprives a target of its bodily energy and celerity for a short while.
  179.  
  180. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your magic against your enemy's fortitude. It can be cast at other adventurers and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Refresh. It will also cost three spell slots.
  181.  
  182. There are only 6 pages in this chapter.
  183. You turn the delicate golden parchment pages to the chapter entitled "Protection" in your viper scale spellbook.
  184. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  185.  
  186. ~* Spells and Knowledge pertaining to Protection *~
  187.  
  188. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  189.  
  190. *~ Notes on the Innocence spell ~*
  191.  
  192. The Innocence spell demonstrates that you are not a threat, causing opponents to turn away from advancing upon you and face another. Undead creatures, on the other hand, are unaffected by the spell pattern.
  193.  
  194. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and at hostile creatures. It requires a minimum of five mana streams, and can expand to a maximum of ninety-five mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Iron Constitution. It will also cost one spell slot.
  195.  
  196. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  197.  
  198. *~ Notes on the Aesandry Darlaeth spell ~*
  199.  
  200. Aesandry Darlaeth forces your muscles and nerves to react much more swiftly than they normally would. As long as you maintain this spell, your reaction time will markedly decrease, improving your reflexes and making it easier to maintain your balance in combat. Such a quickness also means that your movement will not be obstructed by anything for long.
  201.  
  202. This is a non-battle spell that can be cast on an area or group. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It affects yourself. It requires a minimum of five mana streams, and can expand to a maximum of forty mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Augmentation and Utility skills to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Aggressive Stance, and be circle 20. It will also cost three spell slots.
  203.  
  204. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  205.  
  206. *~ Notes on the Guardian Spirit spell ~*
  207.  
  208. The Guardian Spirit spell summons a warrior of the Fae -- an alfar -- to keep you safe from hostility and be your champion in combat. In some ways, the creature mirrors the caster, as Empaths with greater skill at targeting magic summon more powerful warriors. This spell requires constant upkeep and vigilance on the part of the caster. An Empath who fails to maintain the pattern will lose his hold on this creature of Fae, and it will abandon him to return whence it came.
  209.  
  210. [Can be cast CUSTOM if you wish to establish a special relationship with a specific Fae or simply CAST to get a random alfar.]
  211.  
  212. While this spell is available to Empaths 20th circle and above, the majority will find that they must be magical adepts before they can successfully form the pattern.
  213.  
  214. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. This is a cyclic spell. To cast this kind of spell, prepare it at the amount of mana you wish to cast it at, and then cast it. This spell will continually pulse as long as you have harnessed enough mana to fuel the mana requirements. Cambrinth also works as a source of fuel for cyclic spells, as does your raw attunement if you have the Raw Channeling feat. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of forty mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Innocence, and be circle 20. Additionally, you must know one of Compel or Paralysis. It will also cost two spell slots.
  215.  
  216.  
  217. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  218.  
  219. *~ Notes on the Iron Constitution spell ~*
  220.  
  221. Iron Constitution is the pride of Gor'Tog Battle Empaths. The spell will numb its caster's skin with an armoring pattern which lacks the sensitivity to hinder small attacks. Under the onslaught of severe strikes, however, the skin will momentarily harden to a near-kertig rigidity that can repel the brunt of most damage. This is quite auspicious as it gives the Empath a chance to mend his wounds where he would otherwise perish in a quick, brutal fashion. It is said that no single blow may fell a skilled Empath employing Iron Constitution.
  222.  
  223. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Warding skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heal Scars. It will also cost two spell slots.
  224.  
  225. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  226.  
  227. *~ Notes on the Aggressive Stance spell ~*
  228.  
  229. Supernatural empathy opens the door to many wonders, but it exacts a well known price. Though Empaths are free to think and worship as they wish, developing the empathic talent requires a carefully maintained innocence of the body. This not only restricts the Empath's ability to harm others, but also hinders his ability to train his body to react properly in the face of violence.
  230.  
  231. Aggressive Stance circumvents this limitation. By creating a magical connection to other living creatures in a potentially violent situation, the Empath can prime his body to assume the physiological responses of someone who has lived his entire life with violent potential. This effectively increases the Empath's ability to avoid blows... and land them, if it becomes necessary.
  232.  
  233. Due to how the spell functions, it can only work if there is a possibility of violence when you cast it. Truly serene areas, as well as some mental compulsions, can inhibit the spell.
  234.  
  235. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a lowly novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Iron Constitution. Additionally, you must know one of Heart Link or Gift of Life. It will also cost two spell slots.
  236.  
  237. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  238.  
  239. *~ Notes on the Perseverance of Peri'el spell ~*
  240.  
  241. What cannot be avoided, must be endured. This spell imbues the caster with inner reserves of fortitude and vitality, allowing him prevent the pain and suffering that accompany insults to the body in combat. The pattern's name alludes to the Goddess Peri'el's persistence during her mythical battle against the fearsome World Dragon -- despite grievous injuries, the Goddess persevered, and in the end it was her actions which subdued that terrible beast.
  242.  
  243. This is a ritual spell, which means that it requires a high amount of mana to use. These mana costs can be alleviated somewhat by invoking the proper ritual focus while preparing the spell. It affects yourself. It requires a minimum of one hundred fifty mana streams, and can expand to a maximum of seven hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a 50th degree adept. By the time you have mastered this spell, you will be ranked as a guru in your abilities as a caster. It requires the Warding skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Tranquility and Iron Constitution, and be circle 30. It will also cost three spell slots.
  244.  
  245. There are only 6 pages in this chapter.
  246. You turn the delicate golden parchment pages to the chapter entitled "Mental Preparation" in your viper scale spellbook.
  247. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  248.  
  249. ~* Spells and Knowledge pertaining to Mental Preparation *~
  250.  
  251. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  252.  
  253. *~ Notes on the Circle of Sympathy spell ~*
  254.  
  255. The Circle of Sympathy spell allows multiple Empaths to unite their mana attunements, helping to keep any of them from falling weak and powerless while the others are still strongly attuned. Once the spell forms, anyone with an empathic touch may join the matrix. Any caster should be aware, this spell is a ritual spell and may require a ritual focus to successfully cast.
  256.  
  257. This is a ritual spell, which means that it requires a high amount of mana to use. These mana costs can be alleviated somewhat by invoking the proper ritual focus while preparing the spell. It affects yourself. It requires a minimum of one hundred fifty mana streams, and can expand to a maximum of six hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a beginning practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Utility skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Mental Focus and Gift of Life, and be circle 40. It will also cost one spell slot.
  258.  
  259. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  260.  
  261. *~ Notes on the Nissa's Binding spell ~*
  262.  
  263. The Nissa's Binding spell is the only legacy the Empath Guild has of Lanival's companion, Nissa. Though it is thought that this spell was originally meant to be a type of anesthesia, modern empaths have discovered other uses for it. When cast, this pattern will soothe the life essences around you and plunge them into a slumber. Those with great fortitude may resist this effect. As with most applications of this nature, Nissa's Binding is useless against the undead.
  264.  
  265. This is a battle spell, intended to be prepared quickly and cast on an area or group while in battle. When used on opponents, this spell pits your mind against your enemy's fortitude. It affects yourself and hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know one of Compel or Awaken. It will also cost three spell slots.
  266.  
  267. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  268.  
  269. *~ Notes on the Mental Focus spell ~*
  270.  
  271. Being an empath is a dangerous vocation, whether your work brings you to an infirmary or to fields of battle. Even the briefest slip in concentration can mean death for an empath at work, as many have learned to their grief. Other times will find you in need of deeper, more intense concentration than you are normally capable of. The Mental Focus spell will enhance your concentration, allowing you to renew your mental readiness more quickly than you normally would. You will find your concentration taxed by almost any application of empathy, so this spell should aid you well your empathic endeavors.
  272.  
  273. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target and on other adventurers. It requires a minimum of five mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of a promising novice. By the time you have mastered this spell, you will be ranked as a genius in your abilities as a caster. It requires the Augmentation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Heal Scars. It will also cost two spell slots.
  274.  
  275. Pulsed: Perception
  276.  
  277. turn my spellbook to next
  278. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  279.  
  280. *~ Notes on the Compel spell ~*
  281.  
  282. The Compel spell allows you to bring your will to bear upon a target to induce them to remove themselves from your presence. Unlike the brutal methods of other guilds, however, the Compel spell reinforces your will with a subtle but unyielding pattern of life mana. Creatures or people thus compelled find themselves elsewhere in a state of confusion, often unable to recall how they arrived or why they left. The most powerful wielders may find that the target believes he chose to leave himself -- never realizing that the impetus originated with the caster.
  283.  
  284. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. When used on opponents, this spell pits your charm against your enemy's will. It can be cast at other adventurers and at hostile creatures. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Debilitation skill to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Mental Focus. It will also cost one spell slot.
  285.  
  286. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  287.  
  288. *~ Notes on the Tranquility spell ~*
  289.  
  290. Refining the theories of Mental Preparation, an Empath achieves such adroit control over his mental and bodily resilience that he may adapt favorably in the face of debilitating attacks he has to endure. The Tranquility spell will also make its caster more disciplined.
  291.  
  292. This is a non-battle spell that can be cast on a single target. Non-battle spells have significantly longer preparation times than battle spells. It can be cast without a target. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Warding and Augmentation skills to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Mental Focus. It will also cost three spell slots.
  293.  
  294. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  295.  
  296. *~ Notes on the Awaken spell ~*
  297.  
  298. This spell will attempt to awaken any living thing which is unconscious, and may also free the mind from other stuporous confines. A self-cast Awaken spell pattern will settle over the Empath quiescently, rousing to activity when his mental equilibrium is disrupted.
  299.  
  300. This is a battle spell, intended to be prepared quickly and cast on a single target while in battle. It can be cast without a target and on other adventurers. It requires a minimum of fifteen mana streams, and can expand to a maximum of one hundred mana streams woven into it. To begin to be able to cast this spell, you will need to reach the rank of an experienced practitioner. By the time you have mastered this spell, you will be ranked as a master in your abilities as a caster. It requires the Warding and Utility skills to cast effectively. This spell is available for any guild member to learn. Before you can learn this spell, you must know Mental Focus. It will also cost two spell slots.
  301.  
  302. There are only 6 pages in this chapter.
  303. You turn the delicate golden parchment pages to the chapter entitled "The Book of Immortals" in your viper scale spellbook.
  304. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  305.  
  306. THE IMMORTALS
  307. - Amritam Gweththew and Rowan Windlyric
  308.  
  309. TABLE OF CONTENTS:
  310.  
  311. Chapter 1: THE GODS ....................... Pages 1 and 2
  312. Kertigen ................................ Page 3
  313. Hodierna ................................ Page 4
  314. Meraud .................................. Page 5
  315. Damaris ................................. Page 6
  316. Everild ................................. Page 7
  317. Truffenyi ............................... Page 8
  318. Hav'roth ................................ Page 9
  319. Eluned .................................. Page 10
  320. Glythtide ............................... Page 11
  321. Tamsine ................................. Page 12
  322. Faenella ................................ Page 13
  323. Chadatru ................................ Page 14
  324. Urrem'tier .............................. Page 15
  325. Chapter 2: THE WORLD DRAGON ............... Pages 16 and 17
  326. Chapter 3: THE FAE AND HERALDS ............ Page 18
  327. Chapter 4: THE ALL GODS ................... Page 20
  328. Chapter 5: THE HUNTRESS AND OTHER AVATARS . Page 20
  329.  
  330. You turn to page 1 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  331. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  332.  
  333. ========
  334. THE GODS
  335. ========
  336.  
  337. The Thirteen Immortals are a fickle bunch and as unpredictable and mercurial
  338. as the lands and the form of Elanthia itself. Each Immortal has several
  339. aspects and forms, some benevolent, some wrathful, mischievous or disruptive,
  340. but in all their positive traits predominate.
  341.  
  342. Some believers consider the positive and negative aspects of the gods and
  343. goddesses to belong to them, that they are just different names for referring
  344. to certain "moods" of the same deities. Others contend that these are indeed
  345. separate, minor deities, who serve the Immortals and do that portion of their
  346. bidding that serves mortals in manner fair or foul. Be that as it may, there
  347. is no doubt that across Elanthia, shrines to the major manifestations of the
  348. Thirteen Immortals exist, as well as shrines to their aspects or demiurges.
  349. The aspects can be either male, female or animal, regardless of the form of
  350. the master Immortal. The Immortals that are either male or female, and the
  351. demiurges, possess certain auspicious or foreboding animals associated with
  352. them, as emblems or totems. The races of Elanthia, as prone as they are to
  353. foreshadows and prognostication, and augurs, observe these correspondences
  354. with great attention.
  355.  
  356. Page: 1
  357.  
  358. You turn to page 2 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  359. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  360.  
  361. When mortals or semi-mortals offend a particular god, they are sure to incur
  362. the ire of the negative aspect. Attempts to please the gods may bring out the
  363. positive aspects, but there is no guarantee. Each Immortal is lord over
  364. particular spiritual, natural, magical and astrological domains, for example
  365. each Lord has his/her own corresponding planet.
  366.  
  367. The Thirteen Immortals
  368.  
  369. Name Positive Aspect Negative Aspect
  370.  
  371. Kertigen (M) Divyaush (M) Zachriedek (M)
  372. Hodierna (F) Berengaria (F) Asketi (F)
  373. Meraud (M) Firulf (M) Kerenhappuch (F)
  374. Damaris (M) Phelim (M) Dergati (F)
  375. Everild (M) Kuniyo (M) Trothfang (M)
  376. Truffenyi (M) Alamhif (M) Huldah (M)
  377. Hav'roth (M) Peri'el (F) Ushnish (M)
  378. Eluned (F) Lemicus (F) Drogor (M)
  379. Glythtide (M) Saemaus (M) Be'ort (M)
  380. Tamsine (F) Albreda (F) Harawep (F)
  381. Faenella (F) Murrula (F) Idon (M)
  382. Chadatru (M) Rutilor (M) Botolf (M)
  383. Urrem'tier (A) Eylhaar (A) Aldauth (M/F/A)
  384.  
  385. Page: 2
  386.  
  387. You turn to page 3 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  388.  
  389. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  390.  
  391. =Kertigen=
  392.  
  393. Kertigen - Patron of craft, metal work, precious gems, bestower of wealth
  394. and prosperity venerated by traders, money changers, petty bourgeois and
  395. tradesmen such as jewelers and blacksmiths his favor is invoked in protecting
  396. possessions against theft, weapons and armor against damage, etc. Kertigen's
  397. favorite workers are the leprechauns, who guard his treasures with jealous
  398. zeal. The chief deity of Dwarves, his emblem is the raven.
  399.  
  400. Divyaush - Kertigen's positive side, Divyaush is a merry bearded man with
  401. twinkling blue eyes. He grants enormous good favor, money, and gifts, and
  402. will sometimes send out his personal assistants -- the welkin -- to help out
  403. needy craftsmen. He is beloved by children, who often leave him offerings of
  404. sweets and cream at a special Midwinter festival. Divyaush is paternal and
  405. kind, and will help to guide a crafter who has erred by pointing out -- but
  406. not fixing -- his mistakes. His emblem is a welkin.
  407.  
  408. Zachriedek - Kertigen's negative side, Zachriedek, is nasty and cruel. He
  409. is the weakness in the wagon's axle that causes it to snap in the rain, the
  410. crack in the sword that breaks in the heat of battle, the poor conditions that
  411. cause a merchant's stock to sour. If he is feeling particularly nasty, he
  412. will send out his favored pets, the gremlins, to plague a craftsman. His
  413. emblem is the raccoon.
  414.  
  415. Page: 3
  416.  
  417. You turn to page 4 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  418. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  419.  
  420. =Hodierna=
  421.  
  422. Hodierna - goddess of life, morning, and light, as well as springtime,
  423. harvest and crops. Farmers, herbalists, healers, and empaths all venerate
  424. her. She is the granter of life and favor, and ultimately must be pleased for
  425. resurrections and healing. Her emblem is the unicorn.
  426.  
  427. Berengaria - the motherly goddess Berengaria is often envisioned by artists
  428. as a plump and cheerful woman holding a sheath of grain in the crook of her
  429. right arm. She is wise and kind, a good match for Divyaush. Berengaria is
  430. the finder of lost children and the bringer of dawn the first light that
  431. shatters the darkness. Where she treads, the earth is renewed. Beneficial
  432. and kind, her emblem is the cow.
  433.  
  434. Asketi - the "hag" stealer of children, wild mistress of barren fields and
  435. the midnight hunt. Asketi is the master of the North Wind, and delights in
  436. causing pain and terror in the lands. On the darkest night of the year it is
  437. said she rides on the backs of hideous black unicorns and carves a bloody path
  438. through the city that has failed to venerate her the most. The stealer of
  439. life, she carries a rough burlap sack at her hip in which she carries the
  440. souls of those she has killed. Her emblem is the adder.
  441.  
  442. Page: 4
  443.  
  444. You turn to page 5 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  445. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  446.  
  447. =Meraud=
  448.  
  449. Meraud - god of magic and foresight, the dark side of the arcane arts.
  450. Meraud rarely shows his face, hiding himself within the folds of a midnight
  451. black cloak and appearing as a dark stranger to those he visits. Meraud does
  452. not believe anything should stand in the way of the quest for knowledge, and
  453. can be quite ruthless in his pursuit of it. However, he is not without honor,
  454. and has turned aside in his quest for knowledge if he has made a promise that
  455. interferes in that quest. This does not, however, mean he will not find a way
  456. around the obstacle -- in fact, he often will. Elotheans admire Meraud for
  457. his aloofness, and also because he is the creator of written language. His
  458. emblem is a jet-black wolf.
  459.  
  460. Firulf - the god of elemental magic is kinder than Meraud, but still stern.
  461. The extremes he will go to are fewer, but his craftiness is still well known.
  462. His foresight is unerring, which is why many Elothean Moon Mages revere him.
  463. He carries a black staff marbled in silver that shoots forth powerful shards
  464. of lightning upon command. If a mortal should touch the staff without
  465. Firulf's permission, it is said he or she would turn to ash instantly.
  466. However, Firulf has been known to hand out the staff upon occasion to a
  467. favored worshiper to aid them in a quest for knowledge that he finds
  468. particularly intriguing. His emblem is a grey horned owl.
  469.  
  470. Kerenhappuch - the mad mage is without scruples, and not above blackmail,
  471. extortion, or murder -- not to mention her own attractive feminine wiles -- to
  472. get the information she wants. From time to time her ruthlessness has been so
  473. severe that she has killed others under the notion that if SHE cannot have the
  474. knowledge, NO ONE will. Kerenhappuch is also a seductress and a schemer,
  475. twisting men to her desires as if they were wrapped about her finger, and
  476. turning women against each other. She has a skirt of fabulous colors crafted
  477. for her by Kertigen (who she tricked into making it for her by pretending she
  478. was Hodierna and telling Kertigen she needed it to entertain some Dwarves)
  479. that will cause any many who looks upon her while she wears it dancing to fall
  480. in love with her, and cause any male Dwarf to immediately swear fealty to her.
  481. Unfortunately (for Kerenhappuch), Kertigen, when he learned it was not
  482. Hodierna who had requested the item, also put a curse upon the skirt that
  483. causes any WOMAN who sees her wearing it to become insanely jealous of the
  484. beautiful goddess. A red-lipped and blonde-haired beauty, her emblem is the
  485. shrew.
  486.  
  487. Page: 5
  488.  
  489. You turn to page 6 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  490. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  491.  
  492. =Damaris=
  493.  
  494. Damaris - the intriguing god of night and dreams, he is also the patron of
  495. thieves, cutthroats, assassins and spies. Damaris is the assassin of the
  496. gods, sometimes even killing someone without being paid, simply because he
  497. felt that their presence was no longer "necessary". Rarely seen except as a
  498. voice in the shadows, Damaris is envisioned as having black hair that is
  499. strewn with silver and large black eyes without pupils or whites and ebon
  500. skin, but can actually (as can all the gods) appear in any form he chooses
  501. because of his chosen profession, however, he is more proficient at it than
  502. the other gods. Oddly, Damaris has a soft spot for small children, the only
  503. people exempt from his blade, and parents will call upon him as a last resort
  504. if all other gods have deserted them to protect their child. He will lull
  505. them to sleep with a kiss they never remember, and then go back about his
  506. business. His emblem is the panther.
  507.  
  508. Phelim - the god of sweet dreams, Moon Mages worship Phelim and often beg
  509. favors of him. Phelim strew the stars in the sky by gathering some of
  510. Tamsine's tears and setting them against the velvet black of the heavens, then
  511. bid Kertigen hammer for him four moons, which he then nestled along with the
  512. stars in the heavens, and set to turning. When the fourth moon hatched the
  513. World Dragon, it was Phelim who ambushed the creature and -- while he did not
  514. destroy it -- set it to sleeping deep within the heart of Elanthia. Phelim is
  515. the god of rightful vengeance those who seek retribution for a worthy reason
  516. may receive assistance from him. Phelim is also the god of honorable thieves
  517. and assassins if such a thing exists. He upholds his word above all other
  518. things a promise from Phelim is a promise unbroken. His symbol is the
  519. nightingale.
  520.  
  521. Dergati - Unlike her sister, Kerenhappuch (who Dergati does not resemble but
  522. does help frequently), the goddess of nightmares is virtually unseen, but is
  523. assumed to be a black-haired and exotic beauty whose only flaw is a third eye
  524. in the center of her forehead. She never walks during the day, and it is
  525. rumored that if anyone created the creatures known as vampires and werewolves,
  526. it was her. She hates the sun, and often is involved in plotting ways to
  527. destroy it some believe she had a hand in the creation of the World Dragon.
  528. Her vengeance is savage, and terrible to behold. The unraveler of souls, she
  529. kills with slow efficiency, sometimes entire villages. Death by her hand
  530. means no resurrection, as many a fool hero who has spoken her name in vain has
  531. learned. Since it is impossible to know when she is watching, many fear
  532. speaking of her, even at high noon. She is the "all-seeing" her dark eyes
  533. miss nothing. Dergati will do anything for Kerenhappuch, who she considers
  534. her equal mentally, and who she admires greatly for her schemes and motives.
  535. Dergati is impatient with incompetence, and will, without warning, kill
  536. someone who acts foolishly in front of her. Her symbol is the shrike.
  537.  
  538. Page: 6
  539.  
  540. You turn to page 7 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  541. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  542.  
  543. =Everild=
  544.  
  545. Everild - the wild lord of warriors, amazons, barbarians, berserkers and
  546. those who die in battle, he is attended by several equally wild youths and
  547. maidens who are the cream of the fighting crop. From time to time, he sends
  548. them down to Elanthia to aid in battle a warrior or army that he favors. If a
  549. warrior has served him exceptionally well, he will request them to join him as
  550. one of his attendants. If he sees a warrior given an improper burial, he will
  551. send one of his attendants down to see that the subject of Everild's
  552. attentions is given proper homage. Emblem is the wild boar.
  553.  
  554. Kuniyo - gentler than Everild, Kuniyo still retains a deep wildness within
  555. him, and does not like to wander far from the sound of battle. However, he
  556. also enjoys the wilderness, and is therefore a favorite of rangers especially
  557. the rangers who use their sword on a frequent basis. Kuniyo is served by
  558. several noble youths and maidens who he may send out to help train a promising
  559. young warrior. Kuniyo is stubborn and vicious in battle. Emblem is the
  560. wolverine.
  561.  
  562. Trothfang - Wild and untamed, Trothfang's bloody wars have killed thousands.
  563. He delights in torture and slow, messy deaths (his favorite weapon is the
  564. barb-tipped spear), and thrives on drinking the fresh blood of those who have
  565. fallen. If he truly hates someone, he will devour their flesh in front of
  566. them as they die, and then rip their heart out and eat it with much relish. A
  567. god of cannibalism, his servants are an entourage of the world's foulest and
  568. most savage killers, and those who dare challenge Trothfang are often faced
  569. with slow dismemberment and left to bleed to death. Trothfang's parties are
  570. often quite chaotic, involving much wine and debauchery and still more
  571. destruction the results of his parties usually involve several dead.
  572. Trothfang has no honor in combat for him, anything goes (this is why many
  573. suspect he is the inventor of the technique of two-handed beer mug brawling).
  574. He also is the god of primitive life and despises civilization he loves to
  575. see cities fall, and will dance over the bones of a ruined city with much
  576. glee. Centaurs worship Trothfang, delighting in his cruelty and taking on the
  577. effects of an untamed life. Emblem is the wild centaur.
  578.  
  579. Page: 7
  580.  
  581. You turn to page 8 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  582. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  583.  
  584. =Truffenyi=
  585.  
  586. Truffenyi - god of mortal man, god of mercy and forgiveness, his blessings
  587. are invaluable in resurrections and in the granting of health, stamina,
  588. strength and magical power, he is like an indulgent father to the inhabitants
  589. of Elanthia. He can be stern as well, and thus is also a difficult master to
  590. serve. Chief deity of humans and Halflings his emblem is the ox.
  591.  
  592. Alamhif - the kind father, Alamhif is sometimes mistaken for Divyaush, but
  593. the two are not the same. Alamhif is more the stern guidance that is the role
  594. of fatherhood, while Divyaush is the indulgent grandfather. Alamhif loves
  595. children and will take pains to pay them especial care if he perceives they
  596. are in danger or being misled/mistreated. It is him -- along with Berengaria
  597. -- who created the bridge between death and life that allows mortals to reach
  598. through Urrem'tier's barrier to bring those who have fallen back to life. His
  599. symbol is the magpie.
  600.  
  601. Huldah - trickster, imp, bedeviler, fouler up of best laid plans, Huldah's
  602. schemes can often appear very appealing at first, but quickly sour. Reasoning
  603. with him is dangerous, and few have ever gotten out of a deal with him ahead.
  604. He despises mortals, and delights in seeing that which is pure become
  605. despoiled, especially by some act of his. Huldah can also cause terrible
  606. storms that resembles lightning storms, but are composed of magic instead of
  607. electricity. His emblem is the weasel.
  608.  
  609. Page: 8
  610.  
  611.  
  612. Pulsed: Outdoorsmanship
  613.  
  614. You turn to page 9 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  615. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  616.  
  617. =Hav'roth=
  618.  
  619. Hav'roth - god of the spirits of rock and stone, and of the earth -- deserts
  620. are his domain. Hav'roth is the creator of precious metals and gems. Chief
  621. deity of the S'Kra Mur, animal is the cobra.
  622.  
  623. Peri'el - goddess of the inner earth, it is Peri'el who watches over the
  624. World Dragon to make sure it does not rise up and destroy Elanthia. For this
  625. reason, Peri'el is often not seen as she spends much of her time lulling the
  626. Dragon to sleep with her sibilant singing -- a sound that can be heard by
  627. listening to sea shells or visiting the ocean. Peri'el also stills
  628. earthquakes and stops the flow of lava. Animal is the king snake.
  629.  
  630. Ushnish - the "serpent of discord", Ushnish brings disease, old age, ice
  631. ages, floods, and famines. Ushnish's anger is what causes lava to flow and
  632. the fires of the World Dragon to explode up and out. His tantrums are well
  633. known for causing earthquakes. His animal is the viper.
  634.  
  635. Page: 9
  636.  
  637. You turn to page 10 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  638.  
  639. Learned: Mechanical Lore, Scholarship
  640.  
  641. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  642.  
  643. =Eluned=
  644.  
  645. Eluned - goddess of the seas and water, master of arcane and ancient wisdom,
  646. patron of learning and knowledge chief deity of the Elotheans. She, along
  647. with her sister Peri'el, keeps the oceans moving and singing. Eluned is the
  648. creator of speech, as Meraud is the creator of written language (the Elothean
  649. language is his greatest achievement). Eluned and Meraud sometimes coexist,
  650. but mostly do not see eye-to-eye enough in their motives to do so. It is
  651. Eluned's infinite wisdom that guides sailors at night. Her emblem is the
  652. dolphin.
  653.  
  654. Lemicus - goddess of the inner (fresh) waters, Lemicus is also the protector
  655. of lost sailors and the creator of the lodestone. Lemicus is patron of
  656. libraries and the life of the ocean. She is an excellent dancer, and her
  657. laughter is what causes the winds to turn favorable for sea-bound merchants.
  658. Lemicus is often attended by several merfolk -- half fish, half human -- who
  659. spend hours combing her long hair and creating sea foam. She is the patron of
  660. dancers, librarians, Elves, and the wives of sailors. Her symbol is the
  661. albatross.
  662.  
  663. Drogor - god of the angry oceans, creator of hurricanes and tsunamis.
  664. Drogor's anger is readily apparent as the sky turns grey and the children of
  665. the ocean scatter, and he often takes it out on hapless mortals who dare to
  666. set foot on his water. Drogor is the drowner of children and the destroyer of
  667. knowledge if he feels a librarian has slighted him, he will ruin his or her
  668. books by seeing they are soaked with water or -- if a large body of water is
  669. nearby -- set a tidal wave upon the establishment to destroy it. His symbol
  670. is the shark.
  671.  
  672. Page: 10
  673.  
  674. You turn to page 11 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  675. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  676.  
  677. =Glythtide=
  678.  
  679. Glythtide - god of joy, mirth and merriment, of wine and song and good
  680. fellowship a very happy figure, he is the patron of bards, poets,
  681. troubadours, and musicians -- as well as of loafers, gourmands and drunks.
  682. Glythtide's mere presence is abhorrent to some of the darker gods due to his
  683. unstoppable happiness. It is said amongst the Halflings that the one time he
  684. frowned and cried, night was created. Arthe Dale is favored by Glythtide, and
  685. he has been suspected of making a few visits upon occasions (usually denoted
  686. by the sudden lack of liquor and tarts within the town). Chief deity of the
  687. Halflings his emblem is the ram.
  688.  
  689. Saemaus - the gentle god of Love is also the god of festivities and a toast
  690. is always made in his name at most wedding ceremonies or festivals if one
  691. wishes to ensure a marriage filled with love or a grand party. A god of
  692. happiness, Saemaus' anger is hard to come by, but terrible to behold.
  693. He has been known to curse his enemies with a malaise of love-sickness --
  694. usually by making them fall in love with another enemy of his (or theirs).
  695. The patron of lovers, pregnant mothers (and expecting fathers), maids of
  696. honor as well as their male counterparts, Saemaus is also known for his
  697. tendency toward being tipsy as well as an unmatchable chef Saemaus is the
  698. inventor of the tart. His emblem is the donkey.
  699.  
  700. Be'ort - the god of bitter partings, love lost, opportunities wasted, and
  701. insanity, Be'ort is the rain on a wedding day, the wine that turns to vinegar
  702. before a party. Be'ort is a great, sulking figure who despises revelry and
  703. wallows in melancholy. Wars of attrition (such as the Elven-Human war) are
  704. his specialty. Be'ort always appears as a wild-eyed and mussed-hair man who
  705. is usually giggling a bit oddly. If Be'ort truly wishes to destroy someone,
  706. he will first make sure their relationship sours, then destroy their status in
  707. their profession, and then, when his miserable prey has sunk to their lowest,
  708. he makes sure their mind snaps. His emblem is the coyote.
  709.  
  710. Page: 11
  711.  
  712. You turn to page 12 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  713. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  714.  
  715. =Tamsine=
  716.  
  717. Tamsine - goddess of hearth, home, habitations, settlements, civilization.
  718. Patron of the hearth, and of the town of Fostra's Haven. Before construction
  719. on temples, public buildings and houses is begun, her blessings and favor must
  720. be sought. Tamsine is also the goddess of beneficial fire and blessings. If
  721. a priest would have blessings, he or she must first learn from the shrine of
  722. Tamsine first. Tamsine is also a domestic she is a great weaver, cooker,
  723. dyer, brewer, and any number of things that can be done in or around the home.
  724. Her emblem is a great tabby cat.
  725.  
  726. Albreda - bringer of peace, cementer of alliances and marriages, patroness
  727. of orphans and fosterlings Albreda is a kind and beneficial goddess who
  728. despises war and bloodshed. A few warriors (paladins usually) have, however,
  729. worshiped her, and she does not disdain this worship. It is said that
  730. Albreda's blessing is what brought the lasting peace of the Seven Pointed Star
  731. Empire, and that she wept so deeply during the Elven-Human war it created an
  732. entire new ocean in far off lands. Albreda is motherly, a companion to
  733. Alamhif. She succors and protects mothers who have trouble in childbirth, or
  734. fathers who have been widowed because their wife has died in childbirth.
  735. Healers often find her the easiest to worship. Her animal is the dove.
  736.  
  737. Harawep - disrupter of peace, treaties among races and nations, destroyer of
  738. families, augur of disloyalty, turner of children against parents, clan
  739. against clan. Harawep is a vicious warrior who fights with twin swords.
  740. Hideously ugly, Harawep resembles a hag who moves quicker than the eye can
  741. follow, which is perhaps why she is also the goddess of lightning, and
  742. lightning strikes that start up unstoppable forest fires. Harawep is also a
  743. weaver, and her plots and schemes are sometimes as intricate as the webs her
  744. favorite creatures (the spider) spins. Harawep is the widowmaker, and the
  745. patron of murderers and some assassins. Her emblem is the black widow spider.
  746.  
  747. Page: 12
  748.  
  749. You turn to page 13 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  750. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  751.  
  752. =Faenella=
  753.  
  754. Faenella - "the fair bard", Faenella is a performer extraordinaire and a
  755. muse of poetry and wanderlust, she is also an inventor of creatures. Faenella
  756. is the creator of the Faerie, who are considered her "progeny". Dryads,
  757. sprites, nyads, and angels (who are not Faerie but are of her domain) are all
  758. her "children". She is the patron of bards and youths who runaway from home
  759. to seek adventure, as well as adventurers themselves. Her gift to mortals was
  760. inspiration, and she created the harp and stringed instruments. Caravans are
  761. often under her protection. Despite the fact that her emblem is the wren, she
  762. loves felines (as well as birds), and keeps one close at hand as she plays her
  763. music. She is, like her other aspects, highly visible and often portrayed
  764. with glowing brown hair and bright green eyes, slender and Elven. Faenella
  765. despises undead, and will destroy them as often as possible. Her emblem is
  766. the wren.
  767.  
  768. Murrula - the goddess of beauty and gifted youngsters, Murrula sings mostly
  769. a capella and is virtually indestructable -- her creation is the phoenix.
  770. Murrula cannot stand bad singing, and will silence those who sing badly or
  771. else gift them with a beautiful voice. Murrula also seeks out young bards and
  772. will train them incognito (or one of her servants will) and make sure their
  773. wandering feet do not stray them into trouble. She is the protector of
  774. travelers and her kiss remedies hangovers, she is the creator of the flute and
  775. woodwinds. She is often pictured as a beautiful, slender young woman who
  776. appears Elven, with flowing fiery red hair and bright amber eyes. Her emblem
  777. is a phoenix.
  778.  
  779. Idon - the "reaver" is a god of roving bands of thieves as well as rakish
  780. rogues who love and leave women, and mothers who abandon their children to
  781. continue their life "unburdened". Idon is obsessed with his own good looks
  782. if he sees a man or woman who he feels "outshines" him, he may turn them into
  783. a pig. While Idon is very vain, he is also charismatic. Idon is extremely
  784. lusty, and once when a member of a clan exclaimed, "By Idon!" and a visitor
  785. asked, "Why do you say that?", the clan member responded, "Because half of
  786. us are!" Idon is the god of lust and wild music usually unfavored by others
  787. -- his creation is the drum and other percussion. Idon's music is often too
  788. outrageous to listen to, but no one will ever say so to his face without
  789. risking his wrath, which can be dangerous. Idon appears as a black-haired and
  790. blue-eyed youth who is lean and well-muscled. While not a good fighter, Idon
  791. is an excellent backstabber, and he is second only to Damaris in planning a
  792. good ambush. His emblem is the heron.
  793.  
  794. Page: 13
  795.  
  796. You turn to page 14 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  797. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  798.  
  799. =Chadatru=
  800.  
  801. Chadatru - next to Urrem'tier, Chadatru is the most faceless of the gods.
  802. Lord of justice, he is the fairest of all the gods, holding a sword in his
  803. right hand and an olive laurel in his left. Chadatru is blind, but he fights
  804. as if he were gifted with sight. Fierce in a battle, Chadatru is the great
  805. arbitrator. He is the patron of kings, rulers, and judges. His word is his
  806. bond, and he tells the truth always. His emblem is the lion.
  807.  
  808. Rutilor - Rutilor is kind in his job as the defender of the gods. He judges
  809. with kindness and even-handedness, and is ferocious in what he defends. A
  810. patron of paladins, Rutilor will stalwartly defend anyone who he feels is
  811. getting a raw deal. A god of truth, he cannot lie. He is a collector of
  812. swords, especially extraordinary ones, and has enchanted a few in his time.
  813. He has a small kennel of hounds that he unleashes when someone has escaped his
  814. judgment they cannot stop once they are on a trail, and they never lose their
  815. prey. Without fear, Rutilor is much the same way, and -- though short by
  816. comparison to other gods (it is the form he chose) -- has taken on opponents
  817. twice his size. His emblem is the mongoose.
  818.  
  819. Botolf - the god of dishonesty and deceit, Botolf is the symbol of
  820. corruptness and bribery. His actions have caused murderers to go free and
  821. thieves to get off with damages paid by the person who prosecuted them.
  822. Botolf loves to visit Dirge (his favorite city), and is the patron of Knife
  823. Clan and thieves guilds. Botolf is also the god of fallen paladins, and often
  824. appears in tarnished armor in need of a polish. His emblem is the goshawk.
  825.  
  826. Page: 14
  827.  
  828. You turn to page 15 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  829.  
  830. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  831.  
  832. =Urrem'tier=
  833.  
  834. Urrem'tier - not really so much a god, or Immortal, or even demon,
  835. Urrem'tier is Death Incarnate, the last of the Immortals to be infused with a
  836. part of the One Creator, and therefore endowed with the smallest portion of
  837. Substance and the largest proportion of the Void within. It is to
  838. Urrem'tier's embrace we go when we die, and his fetid grasp would hold us for
  839. an eternity were it not for the efforts of the other Immortals on our
  840. behalf. Thus when we return from the caress of Urrem'tier, we must be
  841. ritually cleansed from his foul stench before we can rejoin the living.
  842. Although he has positive and negative aspects about the best you can say of
  843. his positive one is that it will be more polite than the negative one to you,
  844. while attempting just the same to drag your spirit to the very depths of the
  845. cruel, senseless terrible void he presides over, constantly seeking to fill
  846. with the souls of the dead. While never really characterized as man, female
  847. or animal, death can take many forms. His emblem is the scorpion.
  848.  
  849. Eylhaar - referred to as "she" since that is the form she usually takes a
  850. somber, slender female with pearl-white skin and black hair. Eylhaar is the
  851. beckoner, the promise of peace from a world of pain. Eylhaar's deaths are
  852. always the softest, and her allure is almost insurmountable. She is very
  853. patient, and will never try to cheat a death. Still, her emblem is the
  854. jackal.
  855.  
  856. Aldauth - the faceless god of agony, torturers fear and worship Aldauth.
  857. Aldauth's deaths are always painful, perhaps the worst of all, and his victims
  858. kick and scream their way to his void. Aldauth will taunt and trick people
  859. out of their lives, and he delights in seeing people die foolishly. He is a
  860. scavenger, often ghosting about the battlefield at the end of long campaigns
  861. to wring the last ounce of pain from the dying. Emblem is the vulture.
  862.  
  863. Page: 15
  864.  
  865. You turn to page 16 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  866. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  867.  
  868. ================
  869. The World Dragon
  870. ================
  871.  
  872. The World Dragon was born from the fourth moon when it hatched. No one is
  873. quite sure how it came to be, but many are certain that one of the gods' dark
  874. aspects got loose and planted the creature to bring about the end of Elanthia
  875. (some suspect it was Huldah, who -- unlike Truffenyi -- despises mankind and
  876. Elanthia).
  877.  
  878. The World Dragon is terrible and yet beautiful to behold. Its scales
  879. glitter like black metal, and its claws are thick and razor sharp. It is all
  880. but indestructible, its maw as wide as some mountain ranges and its tail
  881. stretching from horizon to horizon. Its eyes were a glowing pool of red, its
  882. pupils slit horizontal, and its wings were leathery and long, blotting out the
  883. sun at times.
  884.  
  885. When the World Dragon hatched, shards of its egg hit Elanthia and caused
  886. massive changes. Some civilizations died, cities were crushed, when one hit
  887. an ocean it caused a massive tidal wave that drowned the entire western side
  888. of the continent upon which The Crossing resides and killed many of its
  889. inhabitants. Since the waters there have now receded, much of that area as
  890. yet still remains wild and untamed, although the ruins of that shattered land
  891. are rumored to still exist.
  892.  
  893. The Dragon's first attack was upon Elanthia itself, which it was drawn to
  894. because of its inner fire. The creature landed upon Truffenyi's domain and
  895. began to drink the fire from its depths. In terror -- for Truffenyi was
  896. certain that his world would die if the World Dragon continued -- the god of
  897. Elanthia called upon the others to aid him. He was ignored mostly, until he
  898. pointed out that if the Dragon drained his world, it would move onto the next
  899. closest source of fire -- the sun.
  900.  
  901. A great battle ensued between the Immortals and the World Dragon as it, in
  902. turn, spat its own fires across the world, scorching some of the lands. One
  903. of the moons set on fire as it blew its flames across the sky. Eluned
  904. quenched it with her waters, but the moon would be black forever after.
  905.  
  906. Page: 16
  907.  
  908. You turn to page 17 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  909. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  910.  
  911. As the great war continued, the Immortals despaired, for the Dragon seemed
  912. unbeatable. Truffenyi rallied all the Immortals for a final, great battle
  913. against the World Dragon. The battle was so awful, that the sun hid itself
  914. for seven days behind a veil of clouds, and mountains trembled before the
  915. wrath of the Immortals.
  916.  
  917. When the battle ended, the World Dragon was weakened, but not dead. It was
  918. then that Phelim decided that it could not be destroyed, and so waited until
  919. it had slunk away and ambushed it, casting his sands of sleep in its face.
  920. The Dragon, feeble from the struggle, succumbed to the sleep and fell into a
  921. slumber as deep as Urrem'tier's void.
  922.  
  923. Truffenyi, now free to think of something else, realized that his world was
  924. dying because the World Dragon had all but drained it of its marrow. It was
  925. Peri'el who stepped forward and, in her soft and sibilant voice, put forth the
  926. idea of housing the Dragon in the place it had desired the most -- the inner
  927. earth of Elanthia. Many of the Immortals thought this idea was disastrous,
  928. but then Peri'el -- who was one of the greatest of the Immortal warriors --
  929. pointed out that the Dragon's very skin was certainly hot enough to heat all
  930. of Elanthia, and, so long as she watched it and sang to it, it would remain
  931. sleeping.
  932.  
  933. Peri'el had been crippled during the combat with the Dragon. Her right leg
  934. was lame and her left eye had been torn out as the Dragon was undefeatable,
  935. so were the wounds it had dealt unhealable. Peri'el had been wounded the most
  936. and was nearly useless now as a warrior, but her voice was still clear and
  937. beautiful -- and very lulling, even for vain Idon. With the Dragon and a full
  938. sack of Phelim's sands on her hip, she descended into Elanthia's inner earth,
  939. where she remains with the Dragon in its lair, playing her gold-stringed harp
  940. and singing in her soft, reptilian voice that the Dragon -- reptilian itself
  941. -- apparently finds very lulling.
  942.  
  943. It was during this war that the Immortals learned how much they needed
  944. Elanthia. While all the gods have their own worlds, only Elanthia is
  945. inhabited with the creatures they find the most amusing and inspiring:
  946. mortals.
  947.  
  948. Page: 17
  949.  
  950. You turn to page 18 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  951. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  952.  
  953. ===================
  954. The Fae and Heralds
  955. ===================
  956.  
  957. After the primary races had been created Faenella, who had been interested
  958. but not captivated in the process of the creation, turned her eyes back to the
  959. species she had been the most fascinated with: Elves.
  960.  
  961. From the base of the Elven kind, Faenella developed another, more wild
  962. species for Elanthia the Fae.
  963.  
  964. The Fae -- created by Faenella -- are beautiful (but mischievous) tiny folk
  965. who inhabit some parts of Elanthia. Similar to Elves in shape and figure, the
  966. Fae rarely exceed one foot. They come in a variety of shapes and colors,
  967. listed below.
  968.  
  969. Types of Fae:
  970.  
  971. o Sprites - the tiniest (three to five inches) of the Fae, Sprites have
  972. long wings of several vivid jewel colors and come in a variety of shapes
  973. (fat, thin, slender, scrawny, muscular). All possess magic, and are
  974. excellent crafters of wine and candy. Sprites love milk, bread and sugar.
  975. They hate salt and garlic, and often run away at the sight of it.
  976. A few rare Sprites exceed the normal height and reach upwards to the size
  977. of Halflings. These are usually "outcasts" from the Fae community, and tend
  978. to be bent on destruction.
  979.  
  980. o Welkin - about two feet high, the welkin are, from one source, covered
  981. in brown fur and have bright brown eyes, or, from another source, dressed in
  982. dapper suits and carry polished walnut canes, or, from still another source,
  983. are just foot-tall Sprites. Due to their clandestine and nocturnal habits,
  984. no one has really ever seen a welkin, and those who have have never seen
  985. one again. Welkin -- whatever they look like -- are very helpful
  986. creatures who like to aid those who are in need. They, too, love bread and
  987. milk.
  988.  
  989. o Alfar - Fair and pale, almost angelic, the alfar are tall and willowy
  990. creatures that greatly resemble nyads and dryads. The alfar are as
  991. mischievous as the rest of their ilk, and alternately aid and hurt
  992. mortals, as pleases their current mood. A few alfar are servants
  993. to the gods, although these are few and far between from the others
  994. of their crafty race.
  995.  
  996. Page: 18
  997.  
  998. You turn to page 19 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  999. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  1000.  
  1001. o Nyads and Dryads - Dryads are spirits of the trees, while nyads
  1002. are the spirits of the water. Depending on how well the tree or
  1003. stream they dwell in currently depends on what they look like. If their
  1004. tree is a healthy aspen, the dryad's skin will be a pale silvery color
  1005. and her hair and eyes light green. If his stream has been polluted,
  1006. the nyad will be a weeping, wrecked construction and most probably
  1007. in a foul mood. Untrue to common belief, nyads and dryads can be of
  1008. either gender.
  1009.  
  1010. o Will o' Wisps - Small balls of glowing light that float on air, the
  1011. will o' wisps are mysterious creatures that do not seem to have a
  1012. language or need for food -- as far as anyone knows, their only
  1013. purpose is to multiply by dividing into new versions of themselves.
  1014.  
  1015. o Gremlins, Changelings, Faenrae Reavers, and Banesidhes - These black-
  1016. hearted creatures -- with the exception of the Faenrae Reavers -- are the
  1017. offspring of Idon's work, and are frequently involved in evil schemes.
  1018. While all the Fae are mischievous, they can also do good -- not true
  1019. with these creatures. Their presence can only mean ill. Created by
  1020. Huldah, the Faenrae Reavers do fall under the classification of Fae
  1021. due to their ethereal and other-worldly nature.
  1022.  
  1023. Heralds -- Strange, unearthly creatures, even the gods bow down
  1024. when a Herald commands. Varying from indescribably beautiful to
  1025. hideously dreadful in visage, the Heralds most commonly appear
  1026. as a tall (seven to eight foot) humanoid who falls somewhere
  1027. between Elf and Human in appearance. Wielding great swords and
  1028. awesome power, their main purpose is to curtail the use of magic.
  1029. No one is quite sure why they do this, although many scholars
  1030. have theorized that it is because of magic's unstable tendencies,
  1031. and the chance that too much spellcraft in one place could dangerously
  1032. drain that area of life and power, leaving it blasted and ruined.
  1033. Or perhaps too much magical use by a mortal would alter them or
  1034. harm them in ways mortalken cannot even begin to imagine....
  1035.  
  1036. Many believe that the Heralds fled from a world where magic had
  1037. become used too much, destroying the dimension the Heralds dwelled on.
  1038. Others think that the Heralds are the creator of the gods themselves,
  1039. and still more think the gods created the Heralds to keep themselves
  1040. in check.
  1041.  
  1042. Page: 19
  1043.  
  1044. You turn to page 20 in the chapter entitled "The Book of Immortals" within your viper scale spellbook.
  1045.  
  1046. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  1047.  
  1048. ============
  1049. The All Gods
  1050. ============
  1051.  
  1052. It is believed by some priests that all the gods are but one face
  1053. of a greater god. This greater god is worshiped by some priests
  1054. who feel choosing sides is unwise or who feel that worship of one
  1055. god is better for their personal faith. A few religions have
  1056. risen up around the belief in the One God, and it is very popular
  1057. in some regions of Elanthia.
  1058.  
  1059. ==============================
  1060. The Huntress and Other Avatars
  1061. ==============================
  1062.  
  1063. The tale of the Huntress is an old one of love, murder, and
  1064. betrayal. It is often recounted before firesides, in one,
  1065. two, or three parts. The Huntress is worshiped by a few
  1066. adventurers for her unswervable dedication in the gods, her
  1067. personal ascension to godhood, and her passion for vengeance.
  1068.  
  1069. END OF CHAPTER Page: 20
  1070.  
  1071. There are only 20 pages in this chapter.
  1072. You turn the delicate golden parchment pages to the chapter entitled "Healing Reagents" in your viper scale spellbook.
  1073. The glossy dark crimson calligraphy on the delicate golden parchment page of your spellbook reads:
  1074.  
  1075. HEALING REAGENTS
  1076.  
  1077. WOUNDS:
  1078.  
  1079. Herb: Area Affected:
  1080.  
  1081. Nemoih Root external head
  1082. Blocil Potion internal back
  1083. Eghmok Potion internal head
  1084. Georin Salve external neck
  1085. Riolur Leaf internal neck
  1086. Jadice Flower external limbs
  1087. Yelith Root internal limbs
  1088. Plovik Leaf external chest
  1089. Ithor Potion internal chest
  1090. Nilos Salve external abdomen
  1091. Muljin Sap internal abdomen
  1092. Hulnik Grass external back
  1093. Junliar Stem internal back
  1094. Sufil Sap external eye
  1095.  
  1096. SCARS:
  1097.  
  1098. Herb: Area Affected:
  1099.  
  1100. Qun Pollen external head and eye scars
  1101. Hulij Elixir internal head and eye scars
  1102. Genich Stem external body scar
  1103. Ojhenik Potion internal body scars
  1104. Jadice Pollen external limb scars
  1105. Nuloe Stem internal limb scars
  1106. Cebi Root external scars
  1107. Hisan Salve internal scars
  1108.  
  1109. original version by Baishir Almi
  1110. revised by Bashrah Almi, daughter of Baishir
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