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Magic
in the Southlands
Magic is a highly revered gift in society, which gives those who are
born with the ability special consideration. It is said to be the gift
of one of the goddesses, and whichever goddess they follow is given
credit for the gift. The only 'dark' gift is stenminism, and it is
illegal to practice stenmin magic in Tow, though not in Shae. In the
days of Sera Erique and Valerek Kilari, it was noted by the SunJin that
simply having these abilities was not a crime, but using them was. Those
with that dark magic will almost always try to keep it a secret, after
all the only way it could come out is if they used it, and it is a very
tempting gift to use.
Those who use their gifts, the white, shamanism, the blue, durinism, and
the black, stenminism, are varied in their practice. Some call upon the
gift with simple meditation, a quieting of the mind to all but the
centering of their gift. Others focus on ancient runes, some drawing
them in the air, some meditating on them, some drawing their arms out,
believing that they are pulling energy from the air, cross their arms
over their chests and cast. The learning of the art of magic usually
starts during puberty. It begins in the home, and as the gift surfaces,
the family begins their method of teaching to draw the magic from the
great mother earth. In each home, the technique is different, but the
runes are necessary to know, even if it comes to the point that they are
in an elf's subconscious, and they do not consciously do anything with
them. So the first lessons are of the runes. The family teaches the
runes from texts of their ancestors, but they do not give the runes by
word. They try to meditate with the young, hoping to bring the rune to
their mind. They may give suggestive comments to the youngling, guiding
their thoughts, but the words must be discovered by the power of the
magic users mind.
Shamanism
The shaman's power is drawn from the white light. It is considered the
purest form of magic because it is non-aggressive, and all of it's
spells are protective and calming. The user tends to be noble of spirit,
and protective all life. This is not, however, set in stone. All of the
magic give some amount of tendency to affect the spirit of the user. But
the mind is a powerful instrument that cannot be ruled by small
tendencies. The shaman is a healer, a protector, a curer of poisons and
in an instant, they can create springs out of the ground, they can force
someone to be calm, they can weave the runes to urge someone to walk
beside them as a friend. While potions can be brewed and tablets,
illegal to all but the MendiKu who make them, made, the shaman is the
ultimate healer, available on request. The shamans magic is the shortest
lasting of all of the magic in Tow. The spells wear off the quickest,
and the debate rages on about why. It is a mystery, as it is with the
durin's source of power.
Durinism
The durin's power is drawn from the blue light. It is considered the
most protective of the magic. It can quicken the user's departure from
danger, it can shield them from physical and some magical mental
attacks, it can turn the skin to stone, they can create fruit out of
thin air, they can create light in the absence of it, and it can
levitate the user, making climbing easier, and allows them to literally
walk across water. Durins tend to be highly protective, motivated, the
strongest combination of speed and strength in a magical warrior. While
their fighting skills may not equal that of a warrior's, their magic
tends to even the playing field, and can make for a impressive fight.
Also of note, in the city of Tow, a Durin's powers are the longest
lasting of all of the magic. The reasons for this are unclear and there
is much speculation as to why. Some in the past have known the answers,
but now those answers are closely guarded secrets by those in the
highest of power.
Stenminism
Very, very little is known about the stenmin's magic. It is dark, the
spells harsh and powerful. Poisoning by magic, invading the mind,
forcing their will upon others, control over darkness, the ability to
put their opposition to sleep with one spell, and the ability to
transmute their physical form, are all a possibility. The stenmin's
spells are all aggressive and self serving. What is known, is that the
spell's lasting affects lie somewhere between the durin and the shaman.
They are generally secretive, quiet, even shy people. Or they may be
boisterous and flamboyant. But as sure as the sun rises, they will go
mad over time for use of their dark gift. Many refuse to call it a gift,
only a curse.
The Green Light
The green gift is seen only among the goblin people, though it has
inhabited elves three times, that is known of in the history of all of
the elven people, and those people were touched by the Goddess to get
it. It can have the affect of any spell known to elfkind, and then some.
It is unpredictable. It doesn't follow any linear pattern in learning,
so learning the spells is quite difficult. Also, because only these few
elves had the gift, they didn't have that early learning period that
takes place during puberty. It is notable that each of the three elves
that possessed the power were either durin or shaman beforehand. The
green gift is used by the goblins, but because of these three anomalous
elves, the Empire can not be sure how it is granted, if by birth or gift
of a goddess. It is the only magic used among the goblin people that has
been seen to date, save stenminism.
The Silver Light
Only known to be held by Auendauro Kirana (and recently noted, Tachtli
Beowin-Sole-Kirana), its origins are unclear. There are rumors
that his offspring share the same, or similar talents.
*** Remember, overuse of your magic can end in an untimely demise.
The ancestors themselves will strike you down for playing with your
capacity.
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Combat in
the Southlands
Combat in the Southlands may
conclude with your death, your enemy's death, or neither.
When initiating combat, type:
kill sdesckeyword
Example: kill gorvor
150/150 121/121>
kill gorvor
It will report like this:
A hard-shelled, birdlike creature dodges your attack.
150/150 120/121>
You land a solid slash to a hard-shelled, birdlike creature's arm.
You barely parry a hard-shelled, birdlike creature's attack.
150/150 119/121>
You slash a hard-shelled, birdlike creature hard on its arm.
You deftly parry a hard-shelled, birdlike creature's attack.
150/150 119/121>
kick
You miss a hard-shelled, birdlike creature with your kick.
150/150 119/121>
You slash a hard-shelled, birdlike creature's tail.
A hard-shelled, birdlike creature solidly claws you.
144/150 119/121>
You slash a hard-shelled, birdlike creature hard on its arm.
A hard-shelled, birdlike creature solidly claws you.
137/150 119/121>
bash
137/150 119/121>You lower a shoulder and run right into a hard-shelled,
birdlike creature.
You go flying to the ground.
136/150 119/121>
stand
A hard-shelled, birdlike creature dodges your attack.
A hard-shelled, birdlike creature claws you hard.
122/150 119/121>You stand up.
122/150 119/121>
A hard-shelled, birdlike creature dodges your attack.
You dodge a hard-shelled, birdlike creature's attack.
You barely parry a hard-shelled, birdlike creature's attack.
122/150 119/121>
You land a solid slash to a hard-shelled, birdlike creature's body.
A hard-shelled, birdlike creature lightly claws you.
118/150 119/121>
defensive
You take a defensive stance.
118/150 119/121>
A hard-shelled, birdlike creature dodges your attack.
You deftly parry a hard-shelled, birdlike creature's attack.
You deftly parry a hard-shelled, birdlike creature's attack.
118/150 119/121>
offensive
You slash a hard-shelled, birdlike creature's arm.
You deftly parry a hard-shelled, birdlike creature's attack.
118/150 119/121>You take an offensive stance.
118/150 119/121>
You slash a hard-shelled, birdlike creature's body.
A hard-shelled, birdlike creature solidly claws you.
A hard-shelled, birdlike creature solidly claws you.
103/150 119/121>
kick
The red glow of The Great Red Sphere disappears in the south.
103/150 119/121>You miss a hard-shelled, birdlike creature with your
kick.
103/150 119/121>
103/150 119/121>
You slash a hard-shelled, birdlike creature very hard on its body.
A hard-shelled, birdlike creature solidly claws you.
95/150 119/121>
A hard-shelled, birdlike creature dodges your attack.
A hard-shelled, birdlike creature solidly claws you.
90/150 119/121>
disarm gorvor
Your opponent is not wielding a weapon.
90/150 119/121>
You slash a hard-shelled, birdlike creature hard on its arm.
A hard-shelled, birdlike creature solidly claws you.
84/150 118/121>
You slash a hard-shelled, birdlike creature hard on its arm.
You barely parry a hard-shelled, birdlike creature's attack.
84/150 118/121>
flee
You're out of here first chance you get.
84/150 118/121>
defensive
You try to flee but you get blocked.
You dodge a hard-shelled, birdlike creature's attack.
84/150 118/121>You take a defensive stance.
Disengage shows you taking a
step back from the fight and shows the room that you are doing so.
If your opponent also types disengage, you will both stop fighting.
You may also type flee to get
away from a fight in which the other person will not step away.
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