Aetheral

Newrp Content Added! 2

Jun 13th, 2016
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  1. The setting expands again! What happens this once? Huh...well...
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  3. Let us see.
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  5. As you may know from reading the rest of my pastes, Arcrius is a kingdom where magic is deemed the ultimate value of one man into civil society, and where the old ideals of knights still find place. They have refined the arcane acts, as well as their physical prowess in the art of the sword. Even blacksmithing is an art well developed among them.
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  7. A certain location in Arcrius however, seems to be a bit far off from the rest of the nations traditions. They don't practice much classical magic, and their local guard is in fact, just that. Local, trained at the very area. Most of the people who have left Farlock County, bound by service to the king of Arcrius, have never returned, even if their time was due.
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  9. Their chatter during dinner time is loud and cheerful, and their houses are oft expecting guests, in weekends, or special occasions. There is always a cheerful gathering, or at least an active one, in Arcrius. Perhaps they best understand what happens, when the doors don't stay locked, the candles don't stay lit, and their own voices can't drown the whispers. Because darlings, Farlock County is the administrative unit closest to the ancient Arcrius ruins.
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  11. Some other problem the county faces, are, or more correctly were, the gnoll raids. Gnolls, as vicious as they were persistent, constantly targeted the county, for no known reason. Royal aid was required, and a division of knights was sent to drive the larger raids away. Since then, gnolls have only wandered by, but never attacked, and never appeared in large numbers. Thus, the county was allowed to live fairly safely.
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  13. Until recently that is. Earl Varok, the old noble that lead the county, passed away recently, in bed, in the clutch of some unknown aliment. The doctors and healers from the capital could not tell, and it was simply decided that the unfortunate old Earl, had suffered from being so close to the accursed ruins, the minor influence coming from then, coupled with his old age bringing about the untimely death.
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  15. But the servants of the Varok House, have their doubts. They speak of strange events surrounding the days before the Earl's death. But their foredooming talk warning of conspiracy and intentional murder, is silenced, by the succession crisis. Earl Varok only had three daughters. And neither seemed too fit, for taking the throne. One, highly unstable fled the household, to Merania, where she gathers infamy as a most feared criminal and terrorist. Another, has been married to the Orun nobility, and the third, happens to be illegitimate.
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  17. In this scenario, the few captains of the guarding force detachments, made knights by the crown, have right to claim the rule of Farlock County. The community there is not as large as to accommodate for a violent conflict of succession, a large amount of the circle of people, surrounding House Varok, being mostly on friendly terms with one another. Among these notable members of the guard however, three strike out the most. And it appears, it will be them, aiming to claim the power in Farlock.
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  19. As if the poor County had no problems. With the death of Earl Varok there have been more gnoll sights in the nearby hills and forests. Even some of their elusive seasoncasters, the sorcerous patrons of gnoll society have been sighted. At the same time, the old ruins become restless, with the mist covering them shifting during the night, sometimes moving back, sometimes further. It appears the one knight who shall best lead the guard through these troubling times, will be the one to claim power as well.
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  21. In light of all of these events, the servants of House Varok have fulfilled the last wishes of their master, who left behind no will, but simply a sealed letter, to be mailed at the order. As allowed by Master Evenar, leader of the Order at the time, they would provide a team of well trained Order members, to be present at the time after his death, and given the authority to call for copious amounts of reinforcements if they see fit.
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  23. ----------//------------
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  25. Gnolls.
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  27. The tenth race, has finally come to light. Be honest, you expected something else. Gnolls are, oft seen as a primitive, bloodlust filled species, savages that crave only war and brutality, and it is sort of true. They are a barbarian and violent species, but there are other traits to their society as well. Their capacity for hunting, as well as their ability to scavenge. They live in the areas surrounding the borders of the Necropolis, Orun and Arcrius.
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  29. Gnolls in this setting have a natural affinity for the Silence as well, and their stronger leaders are, as of this age believed to be either mutated by it somehow, or being born out of former mutated gnolls, leaders themselves. These strong, corrupted beings have thus, in some way formed the first hereditary cycle in gnoll society, although there are certainly breaks from this mold. One example would be the unification of packs, through the actions of wiser gnolls, making them a more considerable threat.
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  31. The most violent packs and groups after all, are ones brutally united, under the feet of some gnolls gifted with more cunning and intelligence than their brethren, acting akin to generals. Some others, revel the dark wizards of the race, their warlocks, who draw their power from the silence, and the corrupt beings dwelling in it. Gnolls as a species, are taller, and faster than humans, as well as generally stronger. They generally resemble hyenas as well.
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  33. Subgroups include the following:
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  35. Gnolls. The normal members of the species, these are the hyena-humanoid textbook example. Most often aggressive, yet skilled in hunting and scrounging up what the more technologically advanced species leave behind. They are also quite fast, and strong, more often than not, outstripping humans in this department, however with all their animal instincts, their intellect and equipment is inferior.
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  37. Half gnolls. These come in two varieties, the normal breeding process, which is often considered abhorrent, and the children are disposed of, or the cursing process, through several powerful albeit forbidden magics, infusing a human (or any other species) or gnoll with traits of the other species. The hybrid is however, highly unnatural, attuned to the silence, and possessed of heightened magical senses and aptitude.
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  39. Smart gnolls! The gnolls that have achieved a higher stage of intellect, throwing away their more animalistic side, losing out some physical features, ending up thusly with duller claws, eyesight not fit for the darkness (although it is on par with normal human vision) as well as somewhat duller reflexes. These either end up as generals, or coordinators of gnoll raids, or blacksmiths. Luckily, there are very few of the later however.
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  41. Mutant gnolls. Gnolls mutated by magical energies. There is either the "normal", mana mutated version giving gnolls other traits, such as stone skin, larger bodies, better lifespan, perhaps toxins in their claws or teeth..etc...and then there is the silence version, which, while granting them superior strength and abilities generally useful for combat, or even some bit of magical power, strikes into their minds, causing alterations of thought, or even driving them mad eventually. They are often submitted to, but nonetheless disliked majorly.
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  43. Seasoncasters. The nomadic gnolls, have been thrown into exile for too long. Having witnessed the decay of the Necrpolis fields, the cold of Orun, at times, even the heat of the desert, the gnolls with an affinity for magic, grew accustomed to the cycle of seasons and life in general. This concept had been existing, among the nomadic Nordrangir tribes and it is believed they took it from them, and developed upon it. Seasoncasters if found, and properly approached could teach another member, of another race in their ways. They are largely reclusive however.
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  45. A seasoncaster has to pick one of the four seasons, or two, but with lesses proficiency, and adapt their powers to it.
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  47. Summer seasoncasters, possess some degree of fire and light magic, as well as some healing ability. Their ability relies on pouring powerful auras, over a considerable area, and adapting the mana flows of it, to enhance spells flung, or give them beneficial qualities.
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  49. Fall seasoncasters, slowly harvest the mana from the surrounding areas, and possess the ability to conjure powerful winds, that push mana away, or towards a desired direction for the more skilled ones. These winds are charged with stored mana, and can deflect spells easily. They are some of the more versatile seasoncasters due to how they make use of the foes own power. They are also by virtue, very strong defenders.
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  51. Winter seasoncasters. The winter ones are...powerful, but also dangerous. Their bodies are surrounded in a cold mist, and their skin is covered in enchanted ice. Their bodies grow larger, studier, and colder as well, and their abilities involve pulling in the mana, and using it to enforce their own armor. Their armor can grow big enough to, at times, let them stand in front of a large raid force, and defend them all at once. Winter seasoncasters can also block spells, or release a freezing touch on their enemies, or summon snowstorms to slow their foes down.
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  53. Spring seasoncasters. These fellows can communicate with nature, and life, but not to the level of a spirit saber. They can however, adapt some of the Enaite sorceries, in molding their own life force, so as to heal their allies. They can bind foes to the ground as well, and conjure plants, that possess powerful spores or aromas of varying effects. Their best trait however, is their healing.
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