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Messages - Sabrath_Kell

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16
World and Lore / Why Infernia Hates Pi Day
« on: March 14, 2016, 03:27:11 PM »
As every lore master will tell you, demons hate math.




Now back to your regularly scheduled programming.

17
Player Feedback and Suggestions / Re: typo on academy cards
« on: February 08, 2016, 12:14:59 PM »
It should be "Johktari". It's all the same jungle place.  ;) Thanks for the heads up there.

18
World and Lore / Re: Official MW Lore: The Gods of Etheria
« on: January 07, 2016, 05:46:33 PM »
Alas no Amadseer...

Hmm. So you say.

19
Spells / Re: Blur and "Hit"
« on: January 07, 2016, 04:55:12 PM »
Its not Dungeons and Dragons for sure....

Hmm.

20
World and Lore / Re: Legends & Lore: Yoseph, Merchant of Many Things
« on: January 07, 2016, 04:51:13 PM »
Awesome! Does this have anything to do with that expansion naming contest a while back?

Hmm.

21
World and Lore / Re: Official MW Lore: The Gods of Etheria
« on: January 07, 2016, 04:43:17 PM »
When i read Eisenach, [mwcard=FWC10]Ludwig Boltstorm[/mwcard] came to my mind. But he didnt have prostetic arm... is he? :)

Inspired by, but not Eisenach. :)


This is amazing! I'm a huge lore nerd so this kinda thing really hits the spot.

Thanks -- it's my goal (and AW's goal) to build more lore buzz in 2016! We have lots of cool stuff in the pipeline, interesting characters, and engaging stories to share!

My hope is that anyone who is interested in lore will ask questions about things they would like to hear more about, and that we'll provide a steady stream of epic/provocative material that will make that task easy!

22
World and Lore / Re: Deities of the arcane school?
« on: January 06, 2016, 02:12:22 PM »
Sorry this has taken a while to get posted. You can find out about the Gods of the Arcane school here:
http://forum.arcanewonders.com/index.php?topic=16442.0

23
World and Lore / Official MW Lore: The Gods of Etheria
« on: January 06, 2016, 02:06:56 PM »
Hi all! One other thing I wanted to showcase at the beginning of this new year was all the Gods and Goddesses and Lords of the Etherian pantheon.

Some of these gods have been mentioned in card names or flavor text, a few in some of the forum articles, but for many gods, this may be the first “official spotlight.

Please pardon the long post. I thought having a single place where all the Gods got a little light shined upon them (sorry Taranis) would be a good idea as a reference. For those of you interested in fan fiction, this is a great resource. For those of you who have always wondered who Rajan, Ilashasa or Akiro was, here's your answer!


****

First, a quick nod to history. Etheria was originally created by the Elemental Lords (Al Abbeden, Ugulanthu, Val’as Sherean, and Ilasthasa.) These primal gods were eventually displaced by a set of New Gods during the Age of Catastrophe (3210 - 672 BPE).

Rather than aligning themselves into a hierarchy based on the fundamental elements of creation, the New Gods created a structure that was more nuanced and comprehensible to the humans that followed them. The resulting pantheon was ultimately used as the foundation for the six Major Schools of Magic. (The four elemental schools remained, but are viewed as “lesser” or “diminished” even to this day.)


THE NEW GODS
The following is a list of Etheria’s pantheon of New Gods, organized by the School of Magic with which they are aligned.

THE ARCANE SCHOOL OF MAGIC
The gods of the Arcane School are a tripartite group representing what are considered the three aspects of magic — not just the study of magic, but its rules and facets. True devotes of the arcane arts learn to weave a path that takes into account the talents and lessons all three mages provide, synthesizing these traits into true mastery of the Arcane School.

Aurtramagus, The Ineffable
Concerned with: Creation, Making and Unmaking
Artramagus embodies the crux of spellcraft — bringing into existence that which was previously only imagined, the true spirit of unexplainable fiat in magic. Autramagus provides follwers with inspiration for new spells, ideas for new rituals, and startling breakthroughs in arcane theory. He appears as a silver-skinned elf with piercing purple eyes dressed in a styllish black tunic and half cape with elaborate silver rune spell filligree. He carries a staff of pure V’Tar energy which can unmake magic and unbind creatures that have been summoned. He is always accompanied by Ordin, an intelligent (and often outspoken) animated tome of spellcraft.

Barin Stran, The Magister
Concerned with: Rationality, Ritual, and Tradition
Old and wise, the Master Stran embodies the rational side of magic.  Appearing as a wizened old man in ornate robes, the Magister’s spells never fail, and always provide the precise amount of arcane force to perform that appointed task.  Yet the rote nature of magic leads to predictability.  The spell that succeeds every time, following the same ritual, will never surprise an opponent.  The Magister commitment to strict application of magic, prevents his from acting spontaneously, or reacting quickly to threats.  His skills may be paramount, but caught without time to prepare he can be green as any apprentice.

Ferenne, The Trickster
Concerned with: Puzzles, Challenges, and Traps
Ferenne uses magic to bemuse, befuddle, and confound his foes. Of middle age and indeterminate gender, the Trickster appears in the robe and motley of a fool, face covered by a porcelain mask.  Creating magical traps, appearing and disappearing at a whim, summoning terrible and unknown creatures, Ferrette always has a trick up the sleeve (usually another sleeve with another trick).  Yet reliance on tricks and chaos can only carry a mage so far.  True masters of magic know that where the razzle dazzle fails, the direct attack may succeed, and that sometimes the most unpredictable is thing is to be predictable at the exact right time.

THE DARK SCHOOL OF MAGIC
The two gods of the Dark School draw their power from evil and death/undeath. There are few public temples to the Dark Gods (Elsbereth being a notable exception); rather, they are simply feared by most citizens of Etheria. The Dark gods are also worshipped by the denizens of Infernia. It is worth noting that Adramelech, the ruler of Infernia, wields extraordinary power within his own Realm, but is not a god in his own right. He serves Taranis.

Taranis, The Supreme Darkness
Concerned with: Evil, Darkness, Death, and Corruption
Taranis is the avowed foe of Asyra and the physical and spiritual representation of evil, he rules over both the infernal legions of Adramelech and the undead minions of the Silent Lady. Creatures that embrace, darkness, pain, and evil flock to his worship. Taranis appears as a tall, masculine figure cloaked in a high collared hooded robe made of pure shadow. On his hands are blackened and charred metal gauntlets, and on his feet are boots of the same material. His voice is mildly discomforting promising both eternal pleasure and endless torment. Next to Lord Bellicar, he is considered the most fearsome tactician of the New Gods. He has at times worked with  Akiro.

The Silent Shadow, also known as the Silent Lady
Concerned with: Death, Undeath, Loss, and Nothingness
The Silent Shadow is Taranis’ cold, malevolent consort, and rules over the dead, and is the final guardian of the last mystery. All risen dead revere her as mother, and all creatures acknowledge that at some point they will face her judging eyes. Although she is a member of the Dark school, characterizing The Silent Lady as evil is incorrect. In her view she merely performs a necessary task, the occasional outcome of which can result in terrible pain and tragedy. However centuries of killing have turned her heart stone, and left her deaf to even the most heartfelt pleas and reasoned arguments. She appears as a beautiful woman with pale skin and thick black hair with a bright white streak running through it. Across her throat is vivid scar running from ear to ear. When she speaks she emits no sound, but her voice seems to issue from all around echoing and reverberating to fill the space, yet no sound ever escapes her lips. She is clad in a dark hooded cloak. Oftentimes she will appear as a skeleton, dropping her fleshy disguise in favor of her true terrifying form of Death.

HOLY SCHOOL SCHOOL OF MAGIC
The gods of the Holy School are widely venerated across Etheria. In some nations, such as Westlock, the power of their Temples exert politcal pressure, shaping the politics of the day.

Asyra, The Fair One
Concerned with: Goodness, Light, Positive Energy, Order, and Community
Asyra is the primary force for good in the Mage Wars world. She is concerned with the positive development of all life, and the promotion of harmony. She is most frequently depicted as an incandescent golden light shaped vaguely into outlines of a woman. Her radiance can burn the corruption and wickedness out of any who gaze upon her. She is known for rewarding her followers when they least expect it, an endearing quality that has made her one of the most popular Gods of Etheria, and particularly of Westlock.

Bim-Shalla, The Soothing Balm
Concerned with: Healing, Safety, and Protection
Bim-Shalla is the goddess of healing energy and is worshipped by priestess and those who wish to master the healing arts. She appears as a young woman of peaceful continence wearing a golden laurel crown on her head carrying a golden amphora from which she can produce any healing or protection effect. Bim-Shalla’s symbol is a soothing hand.

The Dawnbreaker, Imposer of Judgment
Concerned with: Duty, Order, Judgment, Justice, and Vengeance
The Dawnbreaker is called upon by those who are certain in their convictions and dogged in their pursuits. The Dawnbreaker makes little distinction between the justice of the temporal world and the divine punishment. Fervent crusaders and judgmental tyrants are just as likely to worship him. He appears as a tall man in full covering plate mail. He wields a giant spiked mace that glows with a silver light, and a shield polished to mirror perfection, which reflects all the transgressions of the soul of his opponents. He is a favorite god of Paladins.

NATURE SCHOOL OF MAGIC
The Nature School embodies a vast number of concerns, from plants to faeries to beasts, from growth to weather. As such, the Nature Gods are a diverse bunch, each powerful in their own right, but somewhat isolated in their agendas. Nature Gods are more prevalent in the wilds, and in nations heavily dominated by Elves (Straywood/Sortilege).

Meredia , The World Spirit
Concerned with: Nature, the Environment, Life and Spirit
Meredia is the energizing life force that animates the world of Mage Wars. She is mother to all creatures that live (and embrace the natural order), and often appears as a gentle, playful breeze or a ripple upon the water. She is largely natural towards most things, but detests Necromancy as a perversion her gifts (while recognizing that death is a part of the order of things). She is unlikely to intervene personally on behalf of a worshipper, but may stir the attention one of her attendant lesser gods towards a particularly worthy follower.

Pago, The Speaker of Spirits
Concerned with: Spirits, Weather, Natural Phenomena
Oldest of the nature gods, and perhaps even older then Meredia the World Spirit, Pago represents the wildest and most savage aspects of nature, as well as the spirits of departed animals. Solitary and mysterious, many think constant exposures to the spirits have rendered Pago mad, as the information he provides is always crouched in riddle and metaphor. He can speak with the soft voice of the rain, or the powerful shout of a thunderclap. He appears as a bent, old man, with a long beard, and a scraggly loincloth. He carries a staff of pure yew wood, from which hang two preserved gourds. He is always in conversation with a number of spirit animals that only he can see, and it can take days for him to notice a living worshipper.

Rajan, Lord of the Beasts
Concerned with: Animals and the Hunt
Rajan is the jovial lord of beasts, and lives for nothing more then to stalk game across the wild plains with his pack of cats, or to run free in the wild, untamed spaces of the world. He appears as a fit young man clad in the skin of his latest kill, and accompanied by a number of beasts appropriate to his domain. He has little use for the refinements of civilization, and can converse with any known animal in their own language.

Rihanna, the Quiet Cultivator
Concerned with: Plants, Agriculture, Gardening
Twin sister to Rajan, Rihanna is the more sedate of the two, comfortable in the quiet places of nature, and concerned with nurturing harmony between people and plants. Although she maintains a calm demeanor, she is quick to lash out at those who despoil or wantonly harm her beloved plants. She appears as a beautiful young green-skinned woman, naked except for an adornment of leaves and vines seductively wrapped around her body. Her hair is a beautiful array of vines and flowers. She can take the form of a tree at will, and will oftentimes watch her gardens while in such a form. She is capable of producing any type of plant life, and the magic sickle she carries as both of a tool and a weapon.

Tellura, The Silken Snare
Concerned with: Fairies, Enchantments and Magica Creatures
Whether a playful trickster or promiscuous lover, Tellura is most at home using her looks and wiles to fool other creatures into cater to her whims. Revered by all fairies, as well as those mages who do not mind subverting others will, Tellura flitters from one lover to another never satisfied, or able to settle down. With flattery, her followers can solicit her support, but she could just as easily spurn if they offend her in some way. None have seen her true appearance, as everyone who gazes upon her views her as their ideal fantasy. Whatever form she appears in, she always wears a single crystal tear pendant upon her neck, a remnant of the only time she has ever cried. However, none know who or what this tear was shed for. She maintains a close friendship with Ferenne, the Arcane God of Tricks and Traps.

THE MIND SCHOOL OF MAGIC
The Mind School of Magic is the most enigmatic, and mysterious of the Schools. Many Mind mages believe that their ability to access magic represents a next step in human evolution. They embrace the idea of magic as an extension of their will.

The Nameless One
Concerned with: Telepathy, Mental Superiority and the Unknown
Many Mind mages do not worship a God at all. Those that do call upon a God referred to as The Nameless One. He is a being of great psionic power, with a mind powerful enough to reach out and communicate with those who also have telepathic powers, which he grants to his followers in return for their worship. The Nameless One was not recorded as  one of the New Gods during the Golden Age. His appearance is looked upon as suspect by other Gods, and little is known about him, leading the other schools to wonder where The Nameless One came from, or what true agendas he may have for Etheria.

THE WAR SCHOOL OF MAGIC
Next to the gods of the Holy School, the gods of the War School are the most commonly venerated across Etheria. While Westlock holds Asyra in highest esteem, Ivarium venerates Lord Bellicar and Akiro, and their worship permeates the militaristic nature of the nation, from simple folk, to legionairre, to senator. The gods of the War School are also highly respected in the Blood Wave and the Anvil Throne — places where a more rugged lifestyle has forced its inhabitants to see their environment as as constant battle.

Lord Bellicar, The Superlative Strategist
Concerned with: War, Combat, Tactics, Strife, Weapons, and Martial Spirit
Lord Bellicar is the strategist of the gods. A peerless warlord who leads other Gods into battle. There is nothing connected with the art of war that Lord Bellicar does not favor. He stands strong, noble, proud — an authority figure who immediately commands respect and instills confidence in his followers. He has white hair, and dresses in regal battle attire and armor befitting the grandest of Warlords. He carries an enormous two-handed sword that looks well used, but is in prime condition. He has a missing eye and wears an eye patch. He is often at odds with Akiro, The Boastful Champion, though the two have worked together at times throughout Etheria’s history.

Akiro, The Boastful Champion
Concerned with: Excellence in Skill at Arms, Clever Tricks and Luck, Dueling, Bravery, and Courage
Akiro is a  dynamic, extroverted and active God who thirsts for battle, and will readily intervene on behalf of his followers. Although all warriors pay homage to Lord Bellicar, those warriors who revel in the fervor and bloodlust of battle, enjoy dueling, and who live by the sword, tend to favor Akiro. Akiro appears as a young, handsome, strong human, with long silver-blonde hair, and wielding a mighty Warhammer. His hammer is the sigil for the War school. His armor and battle dress is similar to a barbaric Viking – his muscles bulging beneath the leather and steel. He is fast, clever, and somewhat mischievous on the battlefield. He favors the underdog who boldly faces overwhelming odds.

Eisenach, The Searing Bellows
Concerned with: Smithing, Invention, Siege Craft, and Dwarves
Eisenach is the god of weapon smiths, inventors designing the newest weapon or latest armor, as well those warriors engaged in construction and destruction of fortifications. Eisenach is strongly aligned with Dwarven kind, and appears as a dwarf whose left arm has been replace a finely worked metallic arm. He an intricate monocle and carries a complicated automatic crossbow of his own design.


THE ELEMENTAL LORDS
The Elemental Lords were the original Gods — in fact, they created the Realm of Etheria. They were displaced by the New Gods during the Golden Age, and fought against them (alongside the Dragons) during the Age of Catastrophe (Elemental Wars). Though they were ultimately driven back (not destroyed), the utter chaos that was wrought upon the land during this time has forever cast a shadow of mistrust upon these once great Powers. That said, they are still worshipped in various places of Etheria — in the rugged north, in the deserts of Djser-Tet, and among the Sea Peoples. 

El Abbeden, Emir of the Roaring Fires
Concerned with: Fire and Fire Creatures
El Abbeden is the lord of fire and reflects its mercurial nature as both sustainer of life and destroyer. He appears as a tall man with deeply tanned skin, wearing a set of billowing robes made of fire. He wields a huge scimitar and rides a fire breathing horse with skin the color of bronze.

Ugulanthu, Baron of the Rumbling Deeps
Concerned with Stone and earth, and Creatures Who Live There
Ugulanthu is the lord of the Earth and is as slow an unchanging as the stone. It can take him centuries just to greet a traveler to his grotto in the earth. However, when he speaks the ground rumbles. He appears as a massive man made of earth and studded that from an approximation armor. Most often he sets upon his throne contemplating his next action. When moved to fight, he wields a massive stone sledge made from the stones in his own body.

Val’as Sherean, Mistress of the Murky Phantoms
Concerned with: The Deeps and All Sea Creatures
From her alabaster palace deep beneath the waves, Val’as Sherean spend most days strumming on her lyre, or admiring the vast hoard of wealth she has accumulated. She considers all shipwrecks her personal property and all live in or make a living form the sea her subjects. She is vain and haughty, and loathe to abandoned her hedonistic lifestyle, but will become an intractable foe if provoked. She appears as a beautiful woman with green skin and flowing eyes. Below her torso she posses a massive scaly tail which she can shift into a pair of legs at her whim. In battle she wields a delicate, gem studded trident, and will call upon pet, Garalec, the Deep Devourer (an immense kraken) to aid her.

Ilasthasa, Duchess of the Windswept Aeries
Concerned with: The Skies, Air Creatures, and Dragons
Far above the cares of the world Ilashasa watches those creatures who most toil anchored to the ground from her sky citadel. She truly pities all who do not the freedom of drifting with the wind or ranging across the boundless skies. She can be the gentle breeze or the devastating tornado. She travels across the sky in a might chariot pulled by two great griffins whose feet spark lightning bolts, and whose bellows bring forth thunder. She wields a great bow from which she can shoot lightning bolts. During a powerful thunderstorm, it is said that Ilashasa is shooting her bow



24
World and Lore / Re: Official MW Lore: The Mage Wars Accords
« on: January 05, 2016, 09:03:48 AM »
Sure! Access to the form only costs 20 banana stickers.  ;)

25
World and Lore / Official MW Lore: The Mage Wars Accords
« on: January 04, 2016, 01:22:38 PM »
Hey guys! Thought we would start the year off right with a closer look at the driving force behind all our arena battles — the Mage Wars Accords.

What are the Mage Wars Accords?
In short, they’re why Mages enter the Arena to fight.



For the longer story, read on!

Since the Age of Catastrophe, the lands of Etheria suffered under wave after wave of conflict, battle and chaos, both magic and military. Following the epic, multi-national defeat of Adramelech and his demonic forces over a half millennia ago, there was little appetite for future conflict. General Mereveran, the Ivarium leader who had forged the Grand Alliance and had brought the nations together, put forward the idea of a framework of mage champions who could fight on behalf of the nations, sparing future generations the death and destruction that comes with warfare.
 
That idea ultimately became the Mage Wars Accords, and developed into a system of Mage based arena combats. Since their formal institution, most nations have come to rely on the Mage Wars Accords and Mage combats as critical for maintaining stability and order across Etheria.

How Does it Work?
Simply, Mages enter an Arena for magical combat. The winning side represents a victory for a nation, an ideal, or a dispute.

This simple formula has allowed nations to save lives and treasure, no longer forcing nations to field and fund military forces, except in the case of true external threat (::cough Blood Wave Invasion ::cough:: ). As a result, army sizes have been largely decreased (except in Ivarium and the Blood Wave), and the threat of day-to-day destruction has been mitigated for farmers and common folk.

In addition, the system of arena combat has created celebrities, heroes and faces both famous and infamous. It is a marriage of socio-political strategy with a highly visible and compelling system of sport and entertainment. People respond to heroes, and love to hate their heroes’ rivals. For most people in Etheria, particularly in Westlock where the arena system is most developed, this is simply the way things are. After 500 years (some 25 generations) it’s baked into the fabric of society. Stories of life before the Accords are usually filled with tales of destruction and demonkind.

In truth, the arena system has also become a highly lucrative system. A large portion of coin generated by arena matches is taken by the Arena Conclave, which is then parsed out to the nations who have signed on to the Accords, with larger percentages given to those who are participating, hosting the event, etc. As more and more factions join in, and more and more fights are put on even as exhibitions its become more and more profitable. Some arena personalities — like Tellas Vane for example — are hugely popular, and matches that feature him, draw large crowds, and expensive seats.

How is it Governed?
To oversee the matches and Mages, and to ensure fairness and propriety are maintained, there is an Arena Conclave. Each nation provides a council member to sit on this regulatory body. This Conclave is the administrative body that organizes matches, draws the terms officially, debate the legality of a match, and sanction cases presented by those who want to take matters into the Arena. They see to the upkeep of official arenas, collect “membership dues” from independent or non-National members who sign on to the Accords, and manage all proceeds from ticket admission and wagers. They are technically an official body of government.

Most matches take place in specially constructed Arenas, which are latticed with deep-rooted magics for the protection of the audience, and the safety of the participants. For example, the walls of the Arena are always layered in two-way illusions, such that they always seem enormously high from within, but to the audience outside, they see events as if they are “ringside”. The magics of the arena carry spoken words up to the audience, and their applause booms into the pit. Additionally the pit itself magically keeps the spells and effects from spilling into the audience (a very handy piece of magecraft).

The matches are presided over by a Grand Herald, a representative of the Arena Conclave. While in this position of authority, he or she is empowered within the Arena to override magics inside the pit. He may only do this when the Accords have been violated, or if the safety of the audience is in question. The Grand Herald serves as an announcer, commentator, and referee as necessary.



Sanctioned and Unsanctioned Matches
There are two forms of matches, sanctioned and unsanctioned.

Sanctioned matches follow the rules of the Accords, and are governed and monitored by the Arena Conclave and its representatives. Only sanctioned matches can have binding results for nations or organizations represented by the Mages who participate in the duel. For example, a match may be set to arbitrate between two nations who hold claims to a particular piece of land, or property. Or they may be used to settle disputes rather than send armies to field. In any case, such sanctioned matches are designed and drawn up by the Arena Conclave, and are then agreed upon by representatives of the two parties involved, and often, by the participants themselves.

Unsanctioned matches can occur in or outside an arena, by Mages of any nationality or affiliation. In general, they follow traditional Accord rules, and are fought to unconsciousness, not death. They are not presided over by a Grand Herald. These types of matches may occur in the wilderness, on-the-cuff, or in a personal situation between two Mages. These matches are still generally fought until the Rite of Surrender is invoked, but deathmatches do happen, especially when dealing with Dark Mages or shadowy organizations (Arraxian Crown ::cough:: ::cough:: )

Who Can Participate?
In an unsanctioned match, anyone can participate, at their own risk.

For a sanctioned match, participants must be registered with the Arena Conclave. Participants may register for political reasons, competitive/exhibition reasons, or personal reasons. In any event, a roster of official mages who may represent a given nation or organization is maintained by the Conclave. The affiliated nation or organization can decides when or if a mage is ready to participate in a sanctioned match for them. Different nations have their own rules and regulations on who may become their champions.

The Mage Wars Accords also allows for Universities, Academies and Schools of Training to test students officially in the public eye. In cases such as these, the organizations may sign themselves as independent entities, rather than falling under a national banner. (For example, Sistarra Academy in Sortilege is designated as its own independent entity, rather than a representative of Sortilege.) This allowance lets the mage community as a whole grow without having to fear any particular political disputes effecting their teaching. This also allows  “final exams” and major trials for a student to happen in the dynamic environment of an Arena.

Independent Mages also have the right to register personally with the Arena Conclave, so that they may legally engage in honor duels, property disputes, or simply test himself and any other reason he might have. 

Do All Matches Follow The Same Rules?
There are several types and varieties of matches, all with specific goals, set and agreed upon by the Conclave before a sanctioned duel begins. The “standard match” is to knock out or until a participant invokes the Rite of Surrender, whichever happens first. (The Rite of Surrender is a basic, simple incantation which all Mages must know to compete.  It terminates all of the mages ongoing magical effects, unsummons any creatures and, within the magics of The Arena proper, protects the mage from farther harm.)

There are other types of matches, including team battles, battles upon specific or magical terrain, and (rarely) deathmatches.

What If A Nation Or Organization Does Not Follow The Outcome Of A Sanctioned Match?
Failure to live up to the set terms of a sanctioned match could result in the Arena Conclave punishing the affiliated nation or organization, usually by incurring steep fines, or leveraging other nations and organizations to withhold trade or political connections. The Conclave can also decide to remove an individual, organization or nation from the Accords themselves, in which case they would immediately lose all funds associate with arena combat. In extreme situations, the Conclave is also able to rally political, military or magical force against a nation that decides to default on a sanctioned match.

In the 500 years since the Mage Wars Accord has been instituted, this has rarely happened.


A special thanks to Baronzaltor for all his help in preparing this very in-depth discussion.

26
World and Lore / Re: Will there be more than one nation below sea level?
« on: January 02, 2016, 02:38:35 PM »
Thanks for the question. There are several different aquatic races, collectively referred to by Loremasters in the White Spires as "the Sea Peoples".

The most predominant of these races are called the Merren. Their domain is the ocean reaches that follow the southern coast of Etheria from Sortilege to  Ivarium. The Merren are blue skinned, with green or black hair. Some few occasionally rise to the surface to trade with the merchants of Luperta, but as a people, they have kept to themselves for many hundreds of years, and were not part of the Grand Alliance that fought the Demons during the Infernal Interregnum (The Demon Wars). It is known that their capital city is called Shoalsdeep.

The other dominant underwater race are called Deptonnes. They are powerfully built humanoids, but with heads that are reminiscent of sharks. The Deptonnes are far more aggressive than the Merren, and have even less "congenial" contact with surface dwellers.

The scholars at Sistarra are keen to learn more of these peoples.

27
World and Lore / Re: What holidays are celebrated in Etheria?
« on: January 02, 2016, 02:26:06 PM »
Happy New Years folks! It's now 1525 PE in Etheria.

Etheria divides the year into twelve months. Here’s a list of holidays and when they are celebrated this year. Holidays that have no nation annotation are widely celebrated.

Dawnray
1 Dawnbreaker's Judgement
3 Festival of Hammers {Anvil Throne}

Luralie
14 Tellura’s Lure (often just referred to as The Lure)
20 Abenekis (Dsjer-Tet}
22 Illum’Alor {Sortilege)

Bim-Shalar
11 Purimas (Ivarium}/Bim-Shalla’s Caress (Westlock}
26 Remembrance Day (Grand Alliance defeats Adramelech)

Asrom
1 Voidmoot
12 Dawn Covenant (Lunar Eclipse (Celestia))
22 Festival of the Forests {Staywood/Sortilege}

Pago
5 V’Tario (commemorates the Storm of V’Tar, usually just an excuse to drink)
12 Day of Journeys
20 Feast of Meredia

Huntra
13-20 Rajan’s Hunt
21 Kings Day {Westlock}

Revel
3 Scriptus {Sortilege}
25 Great Revel “Akiro’s Revel”

Crownfall
1 Feast of Ves
6 Interregnum Day
10 Grangdul {Blood Wave}

Bellicarum
10  Bellicar’s Truce {Ivarium/Westlock}
13 The Feast of Horns {Straywood}
20 Festival of Portals (Sortilege/Westlock}

Malifest
31 Shadowfall (Lunar Eclipse of Ves)

Vestia
17 Mortrandi (Festival of Captains) {Ivarium}
25 Rhianna’s Harvest “The Harvest”

Wintress
15-30 Festival of Lights
31 Candlecloak


Maybe we should produce an Etherian calendar? What do you guys think?

28
World and Lore / Legends & Lore: Yoseph, Merchant of Many Things
« on: November 27, 2015, 03:15:42 PM »
Legends & Lore: Yoseph, Merchant of Many Things

In honor of all the shopping taking place on and offline today, we’ll take a look at Etheria’s most famous (infamous) merchant, Yoseph, Merchant of Many Things..

Yoseph is not a mage — but he knows what they like, and he knows how to get it.

The High Elf runs a network of artifact shops throughout Sortilege, but his main storefront is in the city of Sor Alorra, run in a small tower not far from the Old Campus at Sistarra Academy. Yoseph does such brisk business there that his shop is often referred to as “The Seventh Tower”, a reference to six towers of Sistarra, each of which houses studies for a school of magic.

Unlike many smalltime shop keepers, Yoseph maintains his “Discovery League”, a group of Mages, aspiring Mages, loremasters, whisperers, scouts, and muscle who are paid to continually refresh inventory with regular forays into the Darkfenne, the Underrealm, the jungles of Kumanjaro, the Haunted Desert beyond Dsejer-Tet and the glacier catacombs in the undead-controlled areas of the far North beyond the Rimemark.

Yoseph is loud, portly and gregarious, always ready with a quick (usually over-the-top) joke and a hearty laugh — an endearing quality to most Humans and Dwarves, but an anomaly among the other elves of Sortilege. However, behind the bluster, Yoseph is a careful and astute businessman, negotiator and student of history. He maintains an extensive list of contacts with nobles, politicians, and other influential members from all across Etheria — as well as with non-savory organizations such as the Arraxian Crown, the pirates of the Windlass Brotherhood, and the secretive Society of Rising Night.

Yoseph's personality is featured on a number of cards, including [mwcard=MWSTX1CKE01]Armor Ward[/mwcard], the original printing of Dissolve, Wispwillow Amulet, and the upcoming Cloak of Fire.

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General Discussion / Re: Honor the Soliders
« on: November 12, 2015, 01:30:34 PM »
Ahh! Skeletal Sentry database entry has not been updated! It should have the Soldier subtype.

Nice detective work! Thanks -- I'll update the original post.

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General Discussion / Re: Honor the Soliders
« on: November 11, 2015, 04:54:14 PM »
Troll has more life than Minotaur. Why didn't You count knight as a race? :P

You are so right! Trolls everywhere are gnashing their teeth at my mistake. I will edit my post.

When I say race, I mean a race of Etheria (Human, Orc, Goblin, High Elf, etc.). Knights are another classification.

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