Herein lies Córilìce

The stories, the people, the history, the wonder

Thursday, July 31, 2008

News & Updates #8


Well, this is fantastic!! I shall give more information now...

Since the Flares have names, I have updated their page. I've also updated the Clans page with new knowledge about the Clan of Dàé. I've added extra stuff to the Bílèfári page and I have also added a new page for the Keys you guys pick up along the way.

Each page dedicated each Crest has also been updated, and the Riddles page has become quite a bit longer! Finally, the Weapons page has also been added to. So! It's time to get busy!

Enjoy scouting!

There's hidden meaning in everything...
Never stop trying to understand...

Thursday, July 24, 2008

News & Updates #7

Hey Guys!

I've added a few more new sections. For those who remember, Àléna began to talk of the moons and the calendar (some of you know about the calendar from reading the books in the Silverwood Library), there is now two new sections detailing what was said.

Also, I have added an extra page for information as it comes about the Bílèfári as well as a page about the strengths and weaknesses of the Crests which I thought you guys might find useful.

Enjoy perusing!

There's hidden meaning in everything...
Never stop trying to understand...

The Politics of Nàbra

Nàbra is ruled by an absolute monarchy, and each town or village has their own Lord/Conqui. The royal family is human and has been since time began. The crown is passed to the eldest son, or if there is no son, to the eldest daughter. If there is no heir, the crown passes to the oldest cousin or niece/nephew. Nàbra’s historians don’t go back far enough to know how the King’s ancestor first came to rule the continent.

A council consisting of a wide variety of people, including at least one male and one female peasant, advises the King. There are stories of backstabbing in the court, but the monarch is generally loved by the people. The king or queen rules actively, and when their armies ride to war they sometimes ride with them, but their position could be either at the front or the back of the army. Medicine is not great, and so traditionally members of the royal family only live to the age of 50 or so.

At the time we were transported back in time, the monarch was a King: His Highness, King Láni of the House of Ilias. He had ruled so far for 42 years, since he was four years old. He has not married and has no heir. Kind Láni was a bastard – he was raised in the stables, unbeknownst to the entire royal family, until the king and queen (who supposedly had no child) were assassinated. The knowledge of the bastard son only was known to the King and Queen (Láni’s parents), and to the stableboy who had a letter from the late queen.

One day, King Rúshk and Queen Olní were found dead in their bedroom. There was a dagger on the floor, which led to the king’s much younger half-brother (on his mother’s side). This half-brother had previously been known for his treason in making underhand dealings against King Rúshk with the people who live on the continent to the north, but King Rúshk was a family person and always loved his half-brother (despite them not growing up together), so he did not punish him for his crime. However, despite the dagger the king and queen had not even once been stabbed, and nobody knows the truth behind their deaths. There was a period of about six months where the king’s greedy half-brother tried to rule the country until the stableboy, with the letter from the late Quenn Olní, revealed Láni. The impostor was removed from the throne and the people reinstated the four-year-old bastard king.

Thursday, July 17, 2008

Let's Get This Party Started!

So, we know that there is a trigger that activates the Flàré and allows them to use their Flares. Well, this page is dedicated to just that. Below, I will list the trigger that allows a Flàré to activate and deactivate their Flares:

The hands are pressed together so that all 5 fingertips are touching.

The Flàré moves to put their hands on the opposite arm's elbow, and then motions to pull out the bones that eventually triangulate around the internal arm-elbow-arm angle.

Possibly one of the simplest mechanisms for activating themselves, the user just has to touch their palms together, and it doesn't have to be very long at all.

Breath is blown over a preferred shoulder, creating a cold environment for the bone to extend into.

The Flàré draws power from the ground beneath them by planting their feet firmly in one place, and digging them in, ever so slightly.

The person thinks about pulling the shoulder blades in or out of the body.

The person closes their eyes for a moment, and makes peace with themself while concentrating that peace on their skin.

The Flàré takes both hands and places them across his/her bare chest and presses slightly.

The person concentrates on their forehead, making the teardrop appear.

The person grabs an arm in the place where the armbands form and thinks about pulling them in or out, using a magnetic field.

Possibly the curse of being this Flàré, there is no way of deactivating.

Again, possibly the curse of being this Flàré, there is no way of deactivating.

Um... Why Did That Backfire?

As is common with abilities, they come at a price. The price for the Flàré is known collectively as the Bílèfári. There are three different levels of the Bílèfári which are connected, or in some way, at lot worse than the previous level.

The first of the Bílèfári is called the Sékàrúfári. It is the drawback that happens when either the Sétài (First Flare), the Kàtài (Second Flare), or the Rútài (Third Flare) is overused. The point of this Bílèfári is to remove the Flàré's ability to use their Òtài (natural manipulation). Since the Flares are built upon the Òtài, pulling it out form underneath prevents the Flàré in question from using any of their Flares. Below you'll find the complete list of all the Bílèfári:

The user feels that their fingertips are beginning to burn with unbearable pain.

The user feels that they are beginning to suffocate.

The user starts to feel their palms crackle with an intense pain.

The body of the user, which is usually immune to the cold, begins to feel a bone-chilling coldness.

Almost for no reason, they user starts to feel excessively tired.

The user's hearing rapidly diminishes until they are completely (though not permanently) deaf.

Harder to detail as a concept, this Flàré have innate sense of what is happening 'upstairs' and as such their Sékàrúfári is a loss of this feeling.

Harder to detail as a concept, this Flàré have innate sense of what is happening 'down below' and as such their Sékàrúfári is a loss of this feeling.

The user starts to realise that they have a headache so strong that they are unable to even think straight.

The user starts to become aware that their body is in a whole heap of unbearable pain.

There is no apparent Sékàrúfári for this Flàré.

There is no apparent Sékàrúfári for this Flàré.

Ok, so that's the first bit - but guess what! There's more (come on, with me, that's always gonna happen!!). Draven was the first to activate this second form of the Bílèfári, now known as the Luèfári. It is the drawback that happens when the Luètài (Fourth Flare) is used. It may not happen every time it is used, but it can definitely happen when Flàré in question tries to max out the Luètài. This Bílèfári doesn't prevent the usage of the Òtài, but it has a personal bodily effect. Since the Flares use energy from the body of the Flàré, it is understandable how deadly this is. After knowing only three (for Nàrrice, Dàé and Lsòla), below is a complete list of the Luèfári:

Instead of just the fingers, this time the skin on both arms begins to peel and instantly vaporize from the heat created by the Flame Tunnel that was just used.

Now, instead of the suffocating feeling, it is replaced with a feeling that the user is drowning while standing in broad daylight, the water from the recently used Water Spiral being that which is drowning them.

The whole body begins to shake uncontrollably, the crackling feeling now extends to the entire body, as it feels the electricity in the Spark Shot just used is also zapping them.

That last Spike Throw creates such an intense cold field around the user that their body begins to freeze on the spot. Their feet freeze to the ground and the cold feeling has become a numb feeling.

The user's body becomes so slow that taking one step feels like it's going to take the better half of the next century to complete. The feeling is coupled with an odd sense of losing touch with the earth from that Boulder Smash they just used.

The user's skin peels off at a rapid rate and adds to the Wind Slice that was just used. This, undoubtedly, gives the user extreme pain.

Instead of losing a simple form of communication, the user suddenly feels like they have lost all their spirituality. This is a result of the sheer pure force they just loosed from themselves in that Heaven's Might.

After that last Hell's Fury, it feels like the spiritual connection they have with the underworld has been forcibly ripped from their body.

The whole body becomes completely numb and the person can't feel a thing. After using that Pentad Form, their power diminishes and diminishes. However, even with a numb body, the pain in their head is extremely difficult to bare.

The whole mind becomes completely numb and the person can't feel a thing. After using that Quintet Spin, their power diminishes and diminishes. However, even with a numb mind, the pain in their limbs is extremely difficult to bare.

Again, there is no apparent Luèfári for this Flàré.

Again, there is no apparent Luèfári for this Flàré.

Ok, you got me! There's one more. I'm always like that, but hey. The Dàkúrùfári is the final and most brutal drawback that you can receive for the overuse of your powers, and more specifically always occurs with the overuse of the Dàkúrùtài (Fifth Flare). It is instant and painful - a hell of a lot worse than the Luèfári. After knowing only two (for Dàé and Lsòla), below is a complete list of the Dàkúrùfári:

The user suddenly feels so parched that their insides are burning up as they ache for some sort of moisture. They begin to keel over, attempting to acquire water.

The user suddenly feels so cold, as in the feeling you get when you are covered with water, cannot remove it and are without any heat sources at all. They begin to fall asleep to stop the cold.

The body of the user is forced into uncontrollable writhing. Their muscles are s wound up, they can't move of their own accord, not to mention the brain-numbing electrical surges throughout the body.

The user is now so iced over, his nerves have completely detached themselves from the brain. They feel as if they are on their way to that bright light - being that detached from your body can do that to you.

The users body has turned to stone by this time. Well, not quite stone, but they won't be moving at all any time in the next millennium.

The user now feels that they are completely as light as a feather. This creates such a feint feeling in their head that they are effectively comatose.

The user has completely lost all form of their soul for a while and are effectively an 'empty shell'.

The user has completely lost all form of their soul for a while and are effectively an 'empty shell'.

This is complete and utter unconsciousness. The pain felt throughout the whole mind is so terrible that it can't cope, and shuts down. The person may not wake for a week or more, and is in a very fragile condition as a result.

This is complete and utter paralysis. The pain felt throughout the whole body is so terrible that it can't cope, and shuts down. The person may not be able to move for a week or more, and is in a very fragile condition as a result.

Indeed, this is where we first see any drawbacks at all. The use of the fifth Flare takes years of life off the users life-span.

Indeed, this is where we first see any drawbacks at all. The use of the fifth Flare takes years of life off the users life-span.

News & Updates #6

Hello Again!

Once more, I'm just writing to tell you about the new pages that I've added to the site. I think I've almost got all the pages/posts that I wanted to add (the blog archive will look heaps cleaner next month!!). Anyway, I reworked where some of the links appear on the right-hand side. This way, the pages are found in sections that make more sense.

Also, I added a new section and a whole heap of pages to fill it out. This is the Crests, in Detail section. This is so that if you want to look at an overview of a part of the information about the Crests, it can be found without having to look at every Crest page. In effect, this does mean that the same information will presented in two places, but it allows for ease of searching, etc.

The pages I've added so far talk about the Gàló-Màdj, the Appearances of the Flàré, the Séiléhsti, the method of Activation, and the Flares themselves.

Enjoy looking!

There's hidden meaning in everything...
Never stop trying to understand...

Wednesday, July 16, 2008

Be Strong, Know Your Weakness

So, you've heard that some people are taking more damage than they should? They're taking double damage?! Some people are only taking half damage! And on top of that, it seems some people are just taking heaps of damage that get's nullified. What the hell is going on?

So, you worked it out! As an absolute minimum, every Crest has a weakness and a strength. Below, you will find a list, which will be fleshed out as times passes, about which Crests are weak to others and which are stronger. I will use the terms resistance, weakness, ineffective, and nullification, to mean: takes x0.5 damage, takes 2x damage, takes 0 damage, and takes the damage but it's instantaneously reverted as if the person took no damage, respectively (i.e. there is a difference between nullification and ineffective)...

Resistance(s): Lòég, Lsòla
Weakness(es): Clèsi, Nàrrice, Gé
Ineffective: Téiq
Nullification: Véri

Resistance(s): Lsòla, Gé
Weakness(es): Ynèré, Téiq
Ineffective: Lòég
Nullification: Frònéi

Resistance(s): Véri, Nàrrice, Dàé
Weakness(es): Lòég, Lsòla
Ineffective: -
Nullification: Clèsi

Resistance(s): Lòég, Lsòla, Téiq
Weakness(es): Frònéi, Dàé
Ineffective: -
Nullification: Ynèré

Resistance(s): Frònéi, Úshk, Gé
Weakness(es): Véri, Clèsi, Éru
Ineffective: Ynèré
Nullification: Nàrrice

Resistance(s): Véri, Éru, Gé, Téiq
Weakness(es): Ynèré, Úshk
Ineffective: -
Nullification: Lòég

Resistance(s): Dàé, Gé
Weakness(es): Téiq
Ineffective: -
Nullification: Úshk

Resistance(s): Lsòla, Téiq
Weakness(es): Dàé, Gé
Ineffective: -
Nullification: Éru

Resistance(s): Éru, Gé
Weakness(es): Frònéi, Ynèré, Úshk
Ineffective: Téiq
Nullification: Lsòla

Resistance(s): Úshk, Gé, Téiq
Weakness(es): Frònéi, Éru
Ineffective: -
Nullification: Dàé

Resistance(s): Véri, Éru, Dàé
Weakness(es): Frònéi, Clèsi, Lsòla
Ineffective: -
Nullification: Téiq

Resistance(s): Úshk, Lsòla
Weakness(es): Frònéi, Véri, Clèsi, Éru
Ineffective: Nàrrice, Dàé
Nullification: Gé

Oh, and here's something to note - when the Crest/Flàré tries to attack something which is of the same colour (i.e. if they ever try to attack their own kind) the damage is absorbed. This is, in effect, a cure spell for those of the same colour. But it will not ever work as a way to cure oneself - this effect only works if the intended target for the attack is not the user of the attack.

Thanks, You're A Gem!

There are these things known as the Gàló-Màdj. They are round, faceted, and set into a piece of metal such that from a side view, the thing looks like a mini 'alien spaceship'! They have an inner glow (known as the Gàló) to them, but it is not just a glowing version of the colour - it just happened to be the case that the Gold Màdj that Réinyn obtained (the only one that we have seen), was in fact more of a glow than all of the others.

They are coveted by people from the other clans, and there have been many searches for them with the purpose of trying to obtain as many of these Gàló-Màdj as possible. In fact, it is said that they have a supreme power within them, and thus, by having many of them, one might be able to unlock the power hidden within them. Their real purpose is so far unknown.

With only four not seen found during the campaign (those of Ynèré, Lòég, Éru and Téiq), a complete list of the different Gàló associated with each of the Gàló-Màdj can be found below:

Frònéi: The Carnelian Màdj
There is fire inside this Màdj. It is permanently flickering as if there were a never ceasing wind inside the Màdj coming from all directions, but not all at the same time. You can hear the faintest of noises coming from it which reminds you a wood burning. The Gàló for this Màdj is perhaps the brightest of all the Gàló.

Véri: The Sapphire Màdj
Imagine a glass half-full with water, put you hand on it and shake it to bits. That's what the Gàló looks like within this Màdj. The only difference is that the movement is more like waves that splash up the side of the blue-faceted gem and crash back on itself. It is slightly hypnotic to watch.

Ynèré: The Amber Màdj
This Màdj has a bright yellow colour - a colour that can be seen from miles away, even in the darkest of nights. Inside it is many tendrils of light that are revolving around a centre core such that it looks like a ball of twine made of light. If you listen closely, you can hear a faint buzzing sound.

Clèsi: The Topaz Màdj
Inside this Màdj, there is an icicle that is constantly reforming itself so that if you left this Màdj on a table within 5 minutes, you would see about 6 different looking icicles. When put to the ear, you can hear a faint cracking which sounds like a block of ice being dunked in water for the first time.

Lòég: The Jasper Màdj
Warm to touch, this Gàló has the very interesting texture to look at. It is effectively sand rolling over and over itself. The gritting sound that you might make when your feet touch hot, dry sand mixed with the wet gritty sand sound is what can be heard from inside.

Nàrrice: The Emerald Màdj
This Màdj is a green faceted gem, and its Gàló is swirling green lines. If you listen closely, you can hear the sound of wind ripping round corners coming from within this Màdj.

Éru: The Diamond Màdj
One of the brightest colours of all the Gàló, this one has a pulsating nature to it and is as white as pure white, and blinding to most when they look at it. Should you be able to see it, it looks like a faceted icosahedron of purity, and makes the sound of a pure high-pitched bell-like tone if you listen closely to it.

Úshk: The Obsidian Màdj
This Màdj doesn't seem to have a Gàló. The reason being that it is almost impossible to see. The pitch blackness inside is actually pulsating slowly from the centre of the Màdj. It is better seen at night.

Dàé: The Amethyst Màdj
This faceted jewel-like part of the Sigil glows with the purple colour of Dàé. When held, it feels as though there is immense power locked inside. The Gàló itself is a purple colour that throbs and pulsates within the Màdj, constantly growing larger and smaller at a slow pace.

Lsòla: The Silver Màdj
The faceted style of this Màdj looks like it would have been colourless except for what it encases. The swirling mass of molten metal inside the Màdj is very silver in colour and seems to be constantly spinning, there are solar-flare style tails to the spinning motion occasionally.

Gé: The Gold Màdj
This Màdj has a bright shining light within it. It can be seen that the light has jagged edges to it such that in two dimensions, it looks like a star from a distance. The light is a very golden colour.

Téiq: The Ruby Màdj
The most mesmerizing of all the Gàló, this red colour is so dark, it's almost a crimson colour. The pulsating nature to this one is the most pronounced, especially when in places where there is little light, the Gàló is powerful enough to light the room, but dwindles away to nothing soon afterwards. If you listen closely, you can hear the faintest sound of a gurgling/bubbling noise.

Weapons Give Us Power

Some time after they were imprisoned, the Crests were able to create the Séiléhsti. These legendary weapons were overly powered and could only be wielded to full effect by the Flàré of the same Crest. The most interesting thing to note is that it seems that the weapon grows as the Flàré grows - obtaining a Màdj seems to benefit the weapons... Noting that we had only seen 6 of these powerful things in our journey (those for Véri, Nàrrice, Éru, Dàé, Lsòla, and Gé), all are now listed below:

Frònéi: Oròshíndà, the Nanchaku
Oròshíndà is the name for the pair of weapons. There are two of them that make up this powerful entity. They are no longer than any normal versions, but completely orange from hilt to hilt. Each hilt has a Carnelian stud on the bottom of them. The power of the flames flows throughout the weapon, making each hit a searing burn that gives the user a straight +6 bonus to his/her attack, deals 2d12 damage on a 17-20 critical range. Once the Gàló-Màdj is obtained, Oròshíndà creates a flame in the travel path of the weapon itself. It is rumoured to be able to release fireballs.

Véri: Rénúku, the Battleaxe
Rénúku is about one and a half times taller than an normal sized elf and is a dark-sh blue all over. There are a couple of jewels on the hilt, but apart form that it's very plain. The power of the water flows through the weapon which makes it a little more flexible than a normal battleaxe, giving the user a straight +8 bonus to his/her attack. It hits for 3d8 damage with a 17-20 critical range and always has a film of water on it's surface. Once the Gàló-Màdj is obtained, the water film begins to create water vapour in the air as it moves. It is rumoured that it creates cannons of water.

Ynèré: Gurádia, the Bolas
Gurádia is also known as the disk of light as that's what it looks like when thrown. But when it's not in flight, the weapon is four balls attached to a centre ring, that are all yellow in colour. It electrifies what it touches, except of course, it's own user, giving the user a straight +6 bonus to his/her attack, dealing 4d6 damage on a 17-20 critical range. Once the Gàló-Màdj is obtained, it sparks with electricity as it flies through the air. It is rumoured that it can paralyse on impact.

Clèsi: Lòhengì, the Rapier
Lòhengì has a blade far longer than any normal Rapier such that it almost looks like a short Halberd. It is almost completely aqua in colour due to the ever-so-slight coating of ice, with the hilt being of the same shade, but of wrapped silk. The silk wrapping doesn't all wrap around the hilt, leaving a small piece waving about when it is swung. A massively strong weapon, it gives the user a straight +8 bonus to his/her attack, deals 2d10 damage on a 17-20 critical range, and with the Gàló-Màdj, the small piece of hanging silk creates small shards of ice as it sways. It is rumoured to create ice-spire upon contact.

Lòég: Aldèkón, the Mace
Aldèkón is a long and earthy mace that has 6 notches in it's length, making it look like a branch that has been petrified. Atop this mace is round ball of petrified clay which gleams in the sunlight. Long and brown, it is said to be stronger than diamond itself, giving the user a straight +10 bonus to his/her attack. It swings for 3d10 damage on a 17-20 critical range and with the Gàló-Màdj, every swing creates a mini sandstorm. It is rumoured to create pits in the ground.

Nàrrice: Nésèlor, the Whip
Nésèlor is strong whip with a length of 15 ft and an emerald jeweled handhold. However, the power of the wind flows through the weapon and this makes it as light as a feather and as sharp as a knife, with every swing it creates a small shield of wind. The weapon has decent strength giving the user a straight +10 bonus to his/her attack, dealing 6d6 damage with a 17-20 critical range. Alongside the Gàló-Màdj, every swing becomes a huge burst of wind. It is rumoured that it can break the sound barrier with a sizable sonic-boom as well.

Éru: Díasmí, the Greatsword
Díasmí is almost as tall as an elf, and is made of pure light. However, the power of Éru flows through the weapon and this makes it completely useless if wielded by anyone but the Flàré of Éru. This also means it cannot cut it's Flàré either. The weapon has great strength, giving the user a straight +8 to his/her attack, dealing 4d10 damage with a 17-20 critical range. With the Gàló-Màdj, the weapon has a long-range ability similar to the 1st Flare of the Éru, but less powerful. It is rumored that it has ability to purify anything it touches.

Úshk: Xànchúra, the Spiked Chain
Xànchúra is literally nothing more than a ball and chain, where the ball has a plethora of spikes on it. Black from the chain to the ball, it has so much of the power of Úshk flowing through it, it also cannot be used by anyone else other than it's own Flàré and as a result doesn't cut them either. It gives the user a straight +8 to his/her attack, deals a whopping 5d4 damage on a 17-20 critical range. With the Gàló-Màdj, it can even create a portal in it's path. It is rumoured to corrupt anything it touches.

Dàé: Piràmé, the Longbow
Piràmé is larger than normal Longbows, and has an eerie purple colour to the wood. However, the power of the mind flows through the weapon and this makes it impossible for the weak-minded to resist. The weapon has great strength, giving the user a straight +6 to his/her attack, dealing 5d6 damage with a 17-20 critical range. With the Gàló-Màdj in possession, it is possible for it's non-arrowed hits to paralyse the opponent. It is rumoured that it totally destroy the opponent's mind.

Lsòla: T.É, the Four Daggers
T.É is a very interesting set of Daggers, each of which are slightly longer than any normal Dagger, and have a sheen that never attracts grime. The Daggers are made of the similar material to the metal that is created by the Flàré themselves, which makes them indestructible. They can also be manipulated to by the magnetic feild and thus be spun around the user's body. The weapon has great strength giving the user a straight +6 to his/her attack, dealing 4d8 in total, with a 17-20 critical range. Under the influence of the Gàló-Màdj, it can make the limb it hits turn to metal. It is rumoured that they can completely encase an opponent in metal.

Gé: Guròndái, the Two-Bladed Sword
Guròndái is almost twice the size of a normal halfling, and is made of pure gold. However, the power of the spirit flows through the weapon and this makes it harder than perhaps the metal of Lsòla. The weapon has great strength giving the user a straight +12 to his/her attack, dealing 6d8 damage with a 17-20 critical range. It has the power to heal and with it's Gàló-Màdj, it can revive.

Téiq: Yécúrás, the Crossbow
The only other bow-like weapon of the group, Yécúrás is possibly the most obvious with it's bright red exterior and red slashes of light for the bows. It is such a foreboding weapon that being anywhere in it's vicinity tends to make you feel like you are suffocating slowly. It gives great strength, a straight +10 to his/her attack, dealing a massive 5d10 on a 17-20 critical range. It has the power to rot anything it touches and with the Gàló-Màdj, it can even turn the opponent into a Zombie.

For all weapons bar the Séiléhsti of Gé and Téiq, under the effect of a double critical hit, the rumoured effects take place in addition to all the other ones. Also, instead of a simple doubling of damage, the damage is doubled once again (thus a 4x total damage), thus the destructive power is rather large...

So, How Do I Look?

When the Flàré activate, some things about them change. One of the most important parts about activating is the ability to use the Flares at will. (Remember though, that when a Flàré is deactivated, a very weak form of their 'natural' manipulation occurs constantly - they can't control it very well.) The other most important part is that the physical appearance of some of the body parts of the Flàré also change. Below is a list of the changes, according to the Crest they have been touched by:

The hair of the Flàré turns a bright orange, but only in streaks. Their fingertips glow orange as well.

The toe-nails of the target turn blue and their toes become slightly webbed.In addition, an extra fold of skin appears between the two arm bones, around the elbow. It looks triangular or fin-like in shape and is also blue in colour.

The palms of the target turn a yellow colour and become rather calloused and hard. In addition, their eyes turn a weirdly bright yellow colour, off-putting to most.

The bone of the shoulders of the Flàré extend through the skin and have an aqua colour. Their breath becomes cloudy and their ears are slightly more pointed.

The colour of their skin turns so dark, you can barely distinguish them from the ground or a trunk of a tall tree. Their eyes are the only obvious part of them that glow with an eerie presence. The skin colour is shades darker than anyone on Héli.

The bone of the shoulder blades of the Flàré extend through the back and have a green colour. The bottom and back part of their hair is coloured green.

The skin hair of the person turns entirely white. The hair and eyebrows also turn white, and the very centre of their pupils now has a white glow. They hover above ground ever so slightly - they leave no footprint.

Although we have seen the Flàré in a definitively active state, no apparent difference was noticed. The reason for this is of course that the appearance of this Flàré is the simplest one to hide. Their chest is imbued with a jet-black symbol of Úshk and a jagged scar appears over their heart.

The forehead of the Flàré turns purple in the shape of a teardrop. The hair above their ears turns purple.

A band at the top of the arms and legs of the Flàré turns silver. Their arms ad legs become stronger.

So, we had most definitely seen her activated, but she hid her features well as well. Her fingernails were a complete golden hue. And the centre area of her hair, otherwise thought of as the mo-hawk-style is coloured a deep golden colour as well.

Possibly the least obvious, unless you could see through his dark cloak. His eye colour was a dark crimson. He also had pronounced clawing of the hands and feet, but he kept them hidden as well.

A Talent, A Flair... A Flare?

So, what are these Flares? Let's flesh out this idea.

The Flares are the abilities that can be used by the Flàré. There are four known Flares: Òtài (the 'natural' manipulation), Sétài (the First Flare), Kàtài (the Second Flare), and Rútài (the Third Flare), Luètài (the Fourth Flare), and Dàkúrùtài .(the Fifth Flare).

The Òtài is, in fact, one of the Flares of the Flàré. It has it's own name and is the basis for which all of the other abilities are built upon. It is not seen as a Flare, however, for two reasons. Firstly, when the Flàré is not activated this Flare still exists in a weakened state, as a sort of subconscious leakage of the ability. Secondly, it is very difficult to control this Flare as it is the basis or foundation of the other abilities, and is necessarily extremely difficult to manipulate.

The Sétài, Kàtài, and Rútài are all linked to each other, in a sense. They are obviously built on one another, but they are linked in the sense that one of them is an offensive ability, one is a defensive ability, and one is somewhere in between (neither offensive or defensive). The order in which these are given to the Flàré is completely random in the sense that there is no pattern as to which Crests' first Flares are offensive etc. I will stress, however, that the Flares are strictly linked in a linear progression - it is impossible to use the Rútài without having mastered (or at least understood the concept behind) the Kàtài.

The result of this linear extension of the Flares is that each successive Flare requires more energy to use. Extending further and further from the innate Òtài takes more and more control, effort, and energy. Therefore, although the Òtài can be used infinitely, the Rútài can only be used a limited number of times per day before the Sékàrúfári comes into effect.

For a while in the campaign, we only knew about the first three Flares, but Draven was the first to access the destructive force that comes with the fourth Flare. In the linear sense, you need to have acquired all three previous flares (the Sétài, Kàtài and Rútài) in order to use this one, otherwise known as the Luètài. However, in order to be able to use the Luètài, you must first obtain the relevant Séiléhsti, that it comes with a major cost and can probably only be used about twice a day. It is considered to be the true form of the defensive maneuver of the first three flares.

And finally, the fifth flare! When we gain access to our Gàló-Màdj, and we have obtained our Séiléhsti, then we can use the never-been-seen-before Dàkúrùtài. This flare can probably only be used once a day without the Dàkúrùfári being triggered. It is the most powerful and destructive force that a Flàré has ever been able to use. The specific ability that it contains is very similar to the unique ability of the Crest itself.

The Chamber or a Labyrinth?

So, let's see... We find the Keys, we break the Làrasè, were able to enter the Chambers and we expect to find the Crests. Wrong!! We find a series of challenges to prove our worth, especially for the one who is the Flàré for the Crest whose Chamber we are about to ransack.

Below, you can find the information about the different Labyrinths that we came across when trying to free the Crests from the Chamber in which they were sealed.

Let Me In!

So, we come across the different Keys that allow us to unlock the Làrasè to the Chamber Entrances, but what were they again? Here, I will post the tricks of how each of the Làrasè had to be treated. This might prove useful knowledge in the future...

Moon Lights

Since the appearance of the Crests, Lànúba (the closest and largest moon with a 21 day cycle) began to change colour. At the turn of the month, when it was a full moon, Lànúba changed its colour to suit to the colour of the Crest named in the new month. And so it came to be that the moon would be coloured.

Lànúke was not originally around at the beginning of time. It was said to have been created by Élèm. With a cycle three times as long as the one of Lànúba, and its full moon coinciding with the first full moon of every season, a new system became known. As Lànúke changed colour, so did the season. Not only that, but at any given time, it was one of the three colours that Lànúba was during that season. Thus, the Days of Reckoning were born - when the two moons were the same colour, and at least one of them was a full moon, the corresponding Crest had a "field day" with the planet.

Time is of the Essence...

In Nàbra, the reckoning of time has always been something of conjecture. But it was finally agreed upon that there would only be 252 days in the year, and that there are 12 months that correspond to the cycle of Lànúba, one of the moons. Each month has 21 days in it, and are named after the Crests with an additional suffix, -ba, which means short. The year begins with Frònéi-ba, followed by Ynèré-ba, then Dàé-ba, Éru-ba, Gé-ba, Nàrrice-ba, Véri-ba, Clèsi-ba, Lsóla-ba, Úshk-ba, Téiq-ba, and finally Lòeg-ba.

The seasons are described by the orbit of Lànúke, the much smaller moon. The seasons are slightly out of sync with the months, considering the first season lasts for three months but starts with Lòég-ba and finishes with Ynèré-ba. They are named in the same way as the months, just with a new prefix, ke-, which means long.
The seasons follow a three year cycle: ke-Lòeg, ke-Dàé, ke-Nàrrice, ke-Lsóla, ke-Frònéi, ke-Éru, ke-Véri, ke-Úshk, ke-Ynèré, ke-Gé, ke-Clèsi, and ke-Téiq.

The days of the week have special meaning - each day is named for a special reason. The suffix, -do, that is used simply means day. The days are as follows: Àron-do, Stiér-do, Nèswá-do, Húris-do, Ríèfa-do, Térú-do, and Mósi-do. The origins of each of these names are found below.

Monday, July 14, 2008

News & Updates #5

Hello Again!

Just me. I've added more information to the Places of Héli, as well as added a new page about the Zodiac that Àléna told you guys about in the last session. Also, I've added a tiny little extra bit about which Zodiac corresponds to which Crest in the Crest pages...

Enjoy sleuthing...

There's hidden meaning in everything...
Never stop trying to understand...

Let There Be Stars

It is well-known that a world like this would have to have a beautiful night sky. In fact, it is so clear most nights, that even the faintest of stars can be seen. Some of these stars have become part of the legends associated with Crests. But, they are mainly conjecture...

The Crests have a Zodiac associated with them. Below, I hope to be able to upload pictures of what they look like. But, for your information now, I shall speak of when they appear. It is fairly simple - the Zodiacs appear in the night sky in the same order as the colours of Lànúba. Lànúba is the larger of the two moons which changes colour every full moon. In other words, when Lànúba is green, the dominant Zodiac in the night sky is the bird.

As there are twelve full moons of Lànúba over the year, there are twelve dominant Zodiacs. Frònéi is connected with the Lion; Véri is connected with the Turtle; Ynèré is connected with the Rabbit; Clèsi is connected with the Wolf; Lòég is connected with the Horse; Nàrrice is connected with the Hawk; Éru is connected with the Dog; Úshk is connected with the Cat; Dàé is connected with the Monkey; Lsòla is connected with the Snake; Gé is connected with the Butterfly; and Téiq is connected with the Rat.

It has been said that the Crest chose their symbols. In actual fact, the symbols appear in their respective Zodiac. Below you can see the Zodiacs of the respective Crests:

Frònéi: Lion

Véri: Turtle

Ynèré: Rabbit

Clèsi: Wolf

Lòég: Horse

Nàrrice: Hawk

Éru: Dog

Úshk: Cat

Dàé: Monkey

Lsòla: Snake

Gé: Butterfly

Téiq: Rat

Since it is the case that the symbols appear in the Zodiacs, and we're sure that the Crests came after the stars, then it must be that someone must have chosen the symbols for the Crests, in fact they must have also chosen the Zodiac as well. Who were these people?

Well, now that the correct, non-myth version of the History of Nàbra has been explained, it becomes clearer that the original people who were anointed as the Crests would've chosen their symbol from the Zodiac that they originally either worshipped or just liked the most. It was Élèm who made sure that each Crest chose a different Zodiac, and it was in fact the choice of the Crest that began the cycle of the colours of Lànúba as well as Lànúke. This cycle, as well as the seasons of Nàbra is what determined whether the Crests were angled more towards the good-side of the spectrum or not.

Friday, July 11, 2008

News & Updates #4

Hey guys!

Once, again there are more updates - I'm trying my best to get a lot of the information/pages that I want onto the site as fast as possible. This means that the
Archive won't be so long in a month's time and that I will have established the pages that I want to add more to. This way, I hope, you can become familiar with the site and be able to find the information as you need it.

The new pages that I've added are about the Sigils, the Keystone and the Clans. Enjoy researching...

There's hidden meaning in everything...
Never stop trying to understand...

A Clan Experience

This is the page that I will devote to the Clans that roam the continent. These Clans have worshipped the Crests soon after they came into existence. They treat them like gods. Interesting information pertaining to the Clans will be presented here:

The Clan of Frònéi:
This is the most primitive Clan of all the Clans. Having only about 25 members, and living within the Caves created by the mining activity of the City of Àéthélle, they were extremely ripped and torn rags, and spend their evening around a fire. The most notable part of all of this is that they own Griffin Roost, funnily enough, the beasts don't have an elemental trait.

The Clan of Véri:

The Clan of Ynèré:
Probably the most nomadic of all the Clans, this one is comprised of many Dwarf Fighters who see fit to guard over the entire Rihàz Expanse to preserve the sacred ground of Ynèré. It is suspected that they spend their nights underneath the Expanse, but it is unknown just how they do this. The Clan itself has around 50 or so members at the moment, making it the largest Clan that we know of.

The Clan of Clèsi:

The Clan of Lòég:

The Clan of Nàrrice:
This Clan has made its home now, just outside the Nàhstrewood, at the request of their new-found leader, the Flàré himself. He managed to overthrow the rightful leader and is now the first Flàré in history to actually control his own clan. They work for him like they would any dictator.

The Clan of Éru:
This Clan resides in and around the Tree of Healing which is fairly close in proximity to The Forest City of Ràbahna. So far, we know that they focus on healing as a livelihood, and their main healer (their leader) goes by the name of Árànúré. On the fourth day of Ynèré-ba, they held a ritual in a clearing on the Eastern side of the forest. The ritual was to have Àléna receive her Séiléhsti.

The Clan of Úshk:

The Clan of Dàé:
This Clan is a small clan of farmers. They choose to farm the land west of Mégáhre Port. Their main place of residence is the farmhouse of Vineyards they own. The grapes grown here are green grapes, and the wine produced is sweet and fruity. However, they don't just own the Vineyards, they also have an animal farm where they specialise in beef, pork, chicken, and wool; as well as a farm specifically dedicated to Orchards of apples, pears, lemons and peaches. The people of Mégàhre Port have no idea that their farmers are actually the members of the Clan, and they prefer to let it stay that way. But, the major problem that exists is the exclusion from the Port as an unwritten rule. On the 9th Day of Ynère-ba, they held a ritual in one of the rooms of the main farmhouse. The ritual was to have Raigi receive his Séiléhsti.

The Clan of Lsòla:
It is known that this Clan travels once or twice a year to The Forest City of Ràbahna in order to reconnect with Lsòla. This Clan resides in a Bunker to the north of Bhújèr Town. So far, Caliban has made contact with them and fulfilled his task of taking the head of a painful Pixie, who was worth a lot of money to them. We were then shown around the lair and came across both the power source and an interesting Scythe. The labyrinth has three levels, the first large room is where they gnomes eat together, and further down the corridor, there are living quarters. The level beneath that is a long corridor containing many of the normal places that one can find in a city/town. The third level seems to be the sewerage system as well as the house of the power source of the whole underground area.

The Clan of Gé:
We met a part of this Clan when traveling from the plains on which we landed, to the closest town, The Town of Dàlmahs. We met a few halflings and a halfling-giant by the name of Giréle. She was blind and extremely old, and did not like evil people entering her territory. She also wore the symbol of her Crest as a tatoo on her chest.

The Clan of Téiq:

Unlock Your Destiny!

Ok, so another new section! In this one, I'm going to add information (as it comes) about the Keys for the Chambers that hold the Crests. But first, let me tell you about the Shrines ad Chambers!

To begin, there is a Shrine (of some description) and a Chamber associated to each Crest, and that there is one Crest associated with each place of settlement on Héli. However, the Shrines have almost all been forgotten about. It is said that even the Clans, who all choose to live far from their Crest as a result of a superstition, have forgotten where the Shrines are. That said, the Shrines must be somewhere...

In relation to the Chambers, there is an external lock for each one. Each lock needs somewhere between one and three Keys to unlock it. The lock may be far removed from the place of the Chamber itself, or it may be literally right on top of the Chamber. The Chambers are all hidden for good reason. But, the Keys to the unlock the Chambers have been scattered around the continent. It was asked of the Flàré that they try to unlock the Crests to set them free.

However, the Flàré for Gé and Téiq have never found any of the Keys they need. It has been assumed for centuries that there are no Keys for those Chambers, but that never sat well with anyone since the it was told that every Chamber has a Lock, and that every Lock could be unlocked...

Below is a list of the Keys that had been found so far in the campaign:

Amethyst Dagger - given to Raigi by the Fortune Teller of The Town of Dàlmahs.
Amethyst Knife - found by Raigi in the Bowyer of Bésàh Village.
Carnelian Eye - found by Locke, who managed to slip it off the arm of the Trademaster in The Port-Town of Nàhstre.
Diamond Glass - found by Loban in the second floor of the Chandler of The Port-Town of Nàhstre.
Emerald Feather - found by Draven attached to the weather vane of the Astrologer of Bhújèr Town.
Jasper Geode - found by Caliban underneath a floorboard in a room of The Shine Inn in The Town of Dàlmahs.
Obsidian Skull - given to Raigi by Gindlàé, the glassblower of The Forest City of Ràbahna.
Sapphire Band - bought by Draven from a trader in The Town of Dàlmahs.
Sapphire Circlet - acquired by Caliban, after careful planning, from the Weaver of Mégáhre Port.
Silver Sprig - Raigi and Draven managed to stumble upon this item stuck in the wheel of the water mill in Lkíhlà City.
Silver Twig - Caliban was hit on the head by this while searching the rubble beneath the stage in the Crown Theatre of Mégáhre Port.
Topaz Cross - Loban was handed this from the Herbalist in Bhújèr Town.
Topaz Spike - found by Raigi in a hollow behind the Blacksmith of The Forest City of Ràbahna.

And here are the rest of the possible Keys that were available:

Amber Cog - the smaller of the two Amber Keys, it could have been found somewhere in the Holy House of Pelor, in the City of Áèthélle
Amber Gear - the larger of the two Amber Keys, it could have been acquired from the Potter in Lkíhlà City.
Jasper Cobble - Warm to touch, this odd V-shaped stone could have been acquired from the Alchemist in Port Zàhkár.
Jasper Rock - Warm to touch, this odd C-shaped stone could have been found in the Stables of Úhsélìk Town.
Obsidian Head - This one-horned skull could have been found in the Fisheries of The Port Town of Nàhstre.
Obsidian Cranium - This three-horned skull could have been found buried deep in the Slaughterhouses of The City of Brasukhà.
Sapphire Ring - the smallest of all the Sapphire Keys, it could have been found in the Flicker Fountain of Port Bélàhm

Finally, of course there were Keys for the Chambers of Gé and Téiq, but they had never actually been lost, so legend tells. It was considered a delicate enough balance to have two statues that were linked to the Spirit and Death of the world, thus they were always left intact. However, they still existed as Keys if anyone knew what they were, there were three Golden Antennae on the Golden Butterfly shrine in the Butterfly Sanctuary of the Town of Dàlmahs, and a Ruby Tail in the Rat statue in the centre of the City of Brasukhà.

Take Me to the Keystone!

So, for all of you who can't even remember the Keystone that appeared in the room of blackness in your very first session, here it is:


Remember that only one of the symbols of the Crests could have been activated at any one time. The image shows what each of them would have looked like when they were activated - those that weren't activated were the colour of the line, otherwise known as the Nónù-Níon (which I have shown here as connecting, but you may remember that it had to be moved to that position, and pushed down).

Also, in one of our recent conversations, one or two of you commented that you wondered whether the other Flàré (i.e. those who did not time travel) have ever seen the Keystone, and why you were given a choice... Anyway, something to think about...

The Sigil Seals the Deal

So, here are pictures of the completed Sigils once all three pieces have been united. There is no seal between each of the pieces as once they are joined, they become one:

Frònéi, the Blazing Flame

Véri, the Serene Flow

Ynèré, the Crackling Charge

Clèsi, the Cold Spike

Lòég, the Soft Ground

Nàrrice, the Sharp Gust

Éru, the Sacred Presence

Úshk, the Fine Shadow

Dàé, the Unseen Pulse

Lsòla, the Gleaming Sheen

Gé, the Wondrous Lifeforce

Téiq, the Subtle End

The interesting thing about the Sigils is that they have different forms. The ones shown above are known as the Tài-Fári. This is the form that allows the Flàré to access the first three Flares.

As long as the Flàré can work out how to put the pieces they get together, they can extend their abilities. However, once a Flàré dies, it breaks. Leaving only the original piece that was attached to the pendant. The other two just seem to disappear. The only exceptions to this rule are the Sigils for Gé and Téiq. They have never ever broken once - they are passed down as the whole Sigil. The first piece, however, is what is handed down to the next generation for the other ten Crests, and the corresponding Flàré must at least try to find the other two pieces, if that's all they do.

When the Sigils are in three pieces, the breaks between each piece are unique, not only to the Crest, but to the the individual Sigil as well. However, it does not matter which of the two pieces are found first - having two of the three pieces allows the Flàré to have the use of their second Flare.

The Sigil breaks for each Crest are as follows:
Frònéi - A zig-zag of triangles.
Véri - A wavy look.
Ynèré - Lines that look like one of the two lines of the this Crest's symbol.
Clèsi - Jagged, like icicles.
Lòég - Rough, sanded edges.
Nàrrice - Square-like slots.
Éru - Looks like the joints of a dovetail.
Úshk - Looks like a 'T', but small and multiple ones.
Dàé - Completely flat, but different angles.
Lsòla - Rounded, with different curvature.

Finally, the Sigils seem to change slightly when the second piece is added. There are four different ways they change and they have to do with how they look when someone looks at a person wearing one. Each one still has the hole for the leather strap on the top of the Sigil, they just hang differently. For Frònéi, Ynèré, and Lòég, it looks like a 'U'; for Véri, Clèsi, and Nàrrice, it looks like an upside-down 'U'; for Éru, Dàé, and Gé, it looks like a 'C'; and for Úshk, Lsòla, and Téiq, it looks like a backwards 'C'.

Thursday, July 10, 2008

News & Updates #3

Hey people,

I've added more info again! This time, it's just finishing touches on some of the areas - the Riddles section is now up-to-date with all the riddles you have heard so far. Also, the Crest pages now have some information on the Bílèfári they each have, as well as the extra info that you guys know about the Flares.

If there's anything I've missed, please let me know...

There's hidden meaning in everything...
Never stop trying to understand...

Wednesday, July 9, 2008

News & Updates #2

Hey guys,

More from me... This time, I wish to point your attention to the new links I've added about the Places of Nàbra/Héli. These areas will be added with information as it comes. Also, I've updated the Riddles section with a bit, and the Crests that belong to you might be more interesting to read now, not to mention that all the Crests have been updated slightly...

Enjoy exploring...

There's hidden meaning in everything...
Never stop trying to understand...

The Places of Nàbra

There are remains of Héli in the four towns/cities of Nàbra, but they have mostly been built over. The land changed dramatically long before anyone was born - mountains were created and taken away. The people understand it to be just tectonic movements over time. Below will be found information related to the towns, cities, and ports of Nàbra, as well as pertinent information about the other named areas that we come across in game.

Bújà River:
Nothing is known yet.

Dàmus City:
Nothing is known yet.

Géàlà Town:
Nothing is known yet.

Lóustà Lake:
Nothing is known yet.

Nustè City:
Nothing is known yet.

Nustè River:
Nothing is known yet.

Port Bújà:
Alara, a girl who owns the Armoury here was surprised when Loban showed up. Not only that, but the time had increased by around 5 years since he had gone missing from this place. His birth place was familiar to him, yet strangely unfamiliar as well. Consisting of cobblestone roads and horse and cart being the main form of transport, this lively and bustling place was full of people when we arrived here for the short period of time we stayed. The Port was very different with many places being built of stone and quite high when compared to its counterpart back in Héli (Bhújèr Town). The marketplace was bustling and there was a particular vendor who played dice with an accent like that of a pirate.

Ràpòn Ranges:
Nothing is known yet.

Nothing is known yet.

More to come soon...

The Places of Héli

A Map of Héli:
Map Key:
A: The Town of Dàlmahs B: City of Àéthélle
C: Bhújèr Town D: Port Bélàhm
E: Bésàh Village F: The Port Town of Nàhstre
G: Lkíhlà City H: The Forest City of Ràbahna
I: Port Zàhkár J: Úhsélìk Town
K: City of Brasukhá L: Mégáhre Port
M: Zàhkár Dunes N: Ràbahna River
O: Lkíhlà River P: The Nàhstrewood
Q: The Ràbahnawood R: Lake Rúhstre
S: Lake Àéthélle T: Àéthélle Ranges
U: Lkíhlà Sands V: Gihàz Plains
W: Rihàz Expanse X: Jihàz Stretch
Y: Bhújèr Cove Z: Zàhkár Bay
AA: Isle of Gèin AB: Isle of Hièt
AC: Ràfé Island AD: Isle of Dná
AE: Bélàhm Peninsula AF: Bhújèr River

Below, I will add detailed information related to the villages, towns, cities, and ports of Héli, as well as pertinent information about the other named areas that we come across in game.

Àéthélle Ranges:
Hidden just off the side of the path to the City of Àéthélle, you can find the Clan of Frònéi as well as the Roost of Griffins that they take care of.

Bélàhm Peninsula:
Nothing is known yet.

Bésàh Village:
An important place to those touched by Dàé. Found to the north of The Town of Dàlmahs, on the Isle of Géin. This place is extremely small, with only 5 place of residence, not including Bésàh House, which is where the Consul of Bésàh lives. The place is more of a stop-off point for bigger and better places. The village contains a few places of interest: the Inn of the Indigo Monkey, the Purple Marble Tavern, The Brain Clocktower, two farms for livestock and fruit, a Marketplace, a Slaughterhouse, a Stables, a Leatherworks, a Bowyer, a Fortune-Teller, Glassblower and a Herbalist.

Bhújèr Cove:
Nothing is known yet.

Bhújèr River:
Nothing is known yet.

Bhújèr Town:
Home to the finest armourer in all of Héli, this town can be found to the north of The Town of Dàlmahs. It is a small town, the longest distance being small enough for one to walk it about 5 times a day. This town doesn't pride itself in much, other than that it is the gateway to the City of Àéthélle, and that it has a famous armourer, Boròg. The only thing that get's this town going each year is the Winter Festival. It happens every winter of course, but not much else is known about it. The town is built around a part of the Bhújèr River, and only has one notable building, Bhújèr House, the place of residence of the Mayor. Mostly made of dirt track and grassland, Bhújèr has a homely feel to it, like a relaxed country town. The other places within it are: The Inn of the Emerald Dragon, Zephyr Inn, Kingfisher Bar, Jade Thrush Tavern, the Temple of Ehlonna, The Breeze Clocktower, a Teahouse, a Bakery, a Slaughterhouse, a Potters, a Stables, a Leatherworks, an Armourer, a Miner, a Carpenter, a Herbalist, a Watertower, a Watermill and an Astrologer. Just outside, one can find three types of farms (Cane, Livestock and Fruit) and Windmill of course.

The City of Àéthélle:
This city can only be accessed through Bhújèr Town. It is the place of residence of King Rayna.

City of Brasukhá:
Nothing is known yet.

The Forest City of Ràbahna:
Known to some as 'Bridge City', this city is a minimum of 2 kilometres above the ground. All of the homes are inside hollowed out trees - the Ràbahnatrees in the city are so large that the spaces inside them are more than habitable. The city is divided into four main areas, each linked by rope bridges to a central area called the Pewter Plaza. The shops can be found in the southern quarter, the Silverwood Library is to the north, the inns and taverns are to the east, and the residences, the slums (otherwise known as The Spoils), and the Tree of Healing are to the west. The city is said to have been built in honour of Lsòla herself. People of prominence include the famous glassblower Gíndlàé, the famous Weaver Féinà, a disorganised blacksmith by the name of Úlnà who had a pet spider called Shílà, an old alchemist, a tiny weaver, and a forester who lives below his childhood rival. The places of interest include the Pewter Belltower, The Inn of the Silver Serpent which belongs to a drunken barkeep, The Shiny Sword Inn, The Pewter Lodge which contains a room that can only be opened by those of the Clan of Lsòla, the Steel Bar, the Gleaming Iron Tavern, and the Lead Pub. The local trades are: a Potters, a Blacksmith, a Carpenter, a Forester, an Alchemist, & a Glassblower. Some of the yet unvisited places inlcude Fort Ràbahna, Moradin Mosque, and The Queen Playhouse.

Gihàz Plains:
Nothing is known yet.

Isle of Dná:
Nothing is known yet.

Isle of Gèin:
Nothing is known yet.

Isle of Hièt:
Nothing is known yet.

Jihàz Stretch:
The plain between the Forest City of Ràbahna and Mégáhre Port, south of Ràbahna River. This stretch is home to a couple of species of dog as well as an extensive network of rabbit warrens.

Lake Àéthélle:
Nothing is known yet.

Lake Rúhstre:
This lake is just west of the Ràbahnawood.

Lkíhlà City:
Found to the north of the Town of Dàlmahs, situated in the middle of the Lkíhlà Sands, hides what ha to be the most bizarre sight - a four tiered metropolis. It's inhabitants and shape have given it two nicknames over time: Giant City and Circle Castle. The Giants aren't the only people who live in this desert city, but they are by far the most prevalent. Even though the City is situated in the middle of a desert, it manages to thrive so well due to the fact that it's sitting on a seemingly never-ending spring. Inside the walls which are, at best, five times higher than a human, It looks like an oasis with plants flowing down the sandy walls and water flowing on the top of the four circular walls. The City has four tiers. The outer tier is called The Slime, the lower tier is where most of the vendors are, the higher tier is where the higher class people live, and the inner tier is where the Marquis lives, otherwise known as Fort Lkíhlà. No-one really calls him by his title though, most people call him 'the Boss'. The places of interest are the Lkíhlà Teahouse, owned by Làki, only the most famous infusionist in the land. The central Plaza is known as the Azure Plaza, and is found in the higher tier and houses both the Azure Fountain and the Azure Belltower. There are places of interest in the outer tier, these include Tortoise Bar, The Jellyfish Pub, the Cobalt Cracker Tavern, the Blacksmith, the Miner and the Carpenter. Otherwise, all the other places are found in the lower tier. These include: Ocean Inn, the Inn of the Prussian Peacock, the Marketplace, the Teahouse, the Slaughterhouse, the Potter, the Weaver, the Alchemist and the Astrologer. There are a few thing that can be found in the higher tier, these include the Robin's Egg Lodge, a Watertower and a Watermill.

Lkíhlà River:
Nothing is known yet.

Lkíhlà Sands:
This is the name given to the desert surrounding Lkíhlà City. It has some weird inhabitants, the main two at the moment being a family of desert-worm that is 20ft in diameter. These ant-lion worms are rather fast and have the unfortunate trait of being attached to Lsòla for some reason. The other species to mention is a humanoid, black-skinned firebreathing creature that has fire sprouting from its head, wrists and ankles - not something to mess around with. Draven once visited this area late in the night.

The Nàhstrewood:
The woods on the northern side of the continent. A place one might travel to meet with the Clan of Nàrrice.

Mégáhre Port:
The most eastern port of Héli. A place one might travel to visit the Clan of Dàé, hiding as the local farmers of the Àrékàs Farms. The Port itself is split into two halves (almost evenly). To the south of the gate guarded by 8 guards, exists the slums, known as The Bleaks, and the poorer residential areas. To the north of the gate exists the higher-class areas and the more lavish housing. This Port is home to the most famous Bowyer in the whole of Héli. He goes by the name of Rihl, and has an interesting past. Here one can also find the local tradesman of note (Potter, Weaver, Stables, Slaughterhouse, Leatherworks, Armourer, Fortune-Teller, Guildhouse, & a Barrister). Other places of note include the Teahouse, the Crown Theatre, owned by Rúkarth, a member of the local Council, the House of Erythnul, and Fort Mégáhre. The Docks can be accessed from either part of the Port, but the northern side has a bridge over the houses, the southern side just alleyway access. The city is said to have been built for the purpose of Úshk and his followers to carve, slice and kill or torture - all for the reaper's tuck. There are also many places to eat, drink and stay the night: The Black Cat Inn, Inn of the Ebony Lynx, Coal Lodge (for those with a ton of cash), Dusk Bar, The Alley Cat Tavern (the place of dealing for Íla, another Council member), and The Inky Pub. The most interesting thing to note is that the Bleaks seem to be controlled by the goblins. And, the rest of the races are more often than not seen in the higher-class areas. Also, there seems to be a large number of the population that enjoys the theatres - they can be found there almost every night.

Port Bélàhm:
This Port is the cleanest and safest places within the whole of Héli. The reason for this was the creation of he Bélàhm Guard. Handsomely paid, these people are always found roaming the Port. This Port has a couple of interesting attractions including a Museum. Nothing much is known about the people, and the gates all seem to be motor powered. Most of the buildings here are not made of grass or straw, but in fact of a type of salt-resistant metal which gives the Port an unnatural shine. The places of interest here include: The Flicker Lodge, the Inn of the Tawny Rabbit, Static Bar, the Lemon Grass Pub, Boccob Church, and Ficker Piazza where you find the Flicker Belltower and the Flicker Fountain. The local traders are: Slaughterer, Baker, Fruit Farmer, Meat Farmer, Weaver, Blacksmith, Carpenter, Fortune-Teller, Alchemist, Dockmaster, Fisher, and Trader. The most interesting area of this tow is its Docks. They are full of people every day, trading and buying ships, mooring or leaving Port - this is the second largest Port in the whole of Héli.

The Port Town of Nàhstre:
The capital city of Héli, and the largest metropolis on the map.

Port Zàhkár:
North of the Ràbahna River and Mégáhre Port, a little more inland than usual for a port.

Ràbahna River:
The river that flows east from Lake Rúhstre. It travels through the Forest City of Ràbahna, and ends up in the sea between Port Zàhkár and Mégáhre Port.

The Ràbahnawood:
Home to a flock of birds which have an unusual green colouring to their tail-feathers. Also home to the Tree of Healing of which the Clan of Éru are custodians. It was here that we met the healer, Árànúré. The trees here are all Ràbahnatrees. There is a clearing on the eastern edge where Àléna received Díasmí during a ritual of the Clan of Éru. The undergrowth is very dense in places, but the trees have no low-hanging branches.

Ràfé Island:
Nothing is known yet.

Rihàz Expanse:The plain north of Ràbahna River, between the Ràbahnawood and Port Zàhkár. It is here that one might be able to run into the Clan of Ynèré on the off chance they are in the same area as you, since they are known as the most nomadic Clan, but have curiously not been seen too often.

The Town of Dàlmahs:
Said to be the birthplace of all people, it is the town that is home to the Lànúke Market - the only place that a Market is held on Héli due to the neutrality of the place. This was the first place we came to after having fallen on the nearby plains, where we first met Réinyn, who explained that people come here primarily to worship Gé. Places of interest include the Fortune Teller, the Stables, Dàlmahs Manor (which had a locked gate), The Shine Inn, The Inn of the Lucky Spirit, The Soul Clocktower, and The Golden Butterfly Tavern.

Úhsélìk Town:
Nothing is known yet.

Zàhkár Bay:
The name given to the waterways north of Port Zàhkár.

Zàhkár Dunes:
The beaches to the north of Port Zàhkár.

More to come soon...

Sunday, July 6, 2008

News & Updates

Hey everyone!

I've got good news. I have posted a whole heap of extra information about the Flàré of Nàbra. In addition, I've added some new bits to the Crest sections. I've also added a new section for the Riddles you come across (save me from using gmail all time...!)

Anyway, enjoy reading...

There's hidden meaning in everything...
Never stop trying to understand...

Friday, July 4, 2008

The Crest of Ynèré

Ynèré is the Crest related to the manipulation of light. Light has an electric quality to it in Córilìce.

Ynèré, who is said to put electrify the world, and who is also said to be the unseen light, has never revealed his true form. Being of the outersphere, he is the manifestation of the lightning. He chooses to favour the dwarves. His colour was chosen as a representation of the colour of lightning. His symbol is said to show two forks of lightning. Those touched by him are said to have charged personalities.

The Flares:
Sétài: Buzz Knife

The user places there two hands outstretched and their palms flat. Two disks of energy that crackles and whirrs are created that appear 1 inch in distance from the open palms. These disks have massive cutting ability, and an be thrown at a ridiculously fast pace, since they are disks of light. Each disk has the ability to deal 1d8 damage and the user can create and throw up to three disks in one attack, for every 5 levels he has grown. The more disks he uses, the less likely he is able to attack with that same force the next round.

Kàtài: Magnet Jump
As the hands control the electronic field, the user pushes them together in order to create a serious pulse. This energy is at least 5-times stronger than pushing to serious electromagnet. With the pulse, the user can do one of two things. The first is to use the power to move a great distance in a short period of time. This ability allows the user to effectively move almost at the speed of light. The second use is on opponents, doing the same thing to them, but this makes them take 2d4 damage.

Rútài: Static Field
The user creates a huge field of electric energy which can inflict damage equal to 3d8 in damage if it touches an enemy. This barrier is erected initially around the Flàré, but can be extended to cover other allies as per the desire of the user. Most attacks have their damage reduced severely, but the user has early onset Bílèfári when using this too much.

Luètài: Spark Shot
Taking the idea further, once the user has the ability to manipulate the static fields of electromagnetic energy, they extend the charge they can create in their hands to a whole spark that covers their hand. From this point, the spark can now be shot out from the hand at whatever the user feels like firing it at. Should it hit something that can take damage, it takes 5d8 damage.

Dàkúrùtài: Voltage
Transforming the previous attack, which was more of a spark of electricity, this attack is a full-blown stream of electricity which stems from the users body and through their arms and into whatever they choose to target it with. When they use this attack, the create a huge discharge and as a result, sparks randomly occur all over the body of the user. These sparks can be up to 100 metres in length and can be seen for tens of kilometres.

The Bílèfári:
The user starts to feel their palms crackle with an intense pain.
Luèfári: The whole body begins to shake uncontrollably, the crackling feeling now extends to the entire body, as it feels the electricity in the Spark Shot just used is also zapping them.
Dàkúrùfári: The body of the user is forced into uncontrollable writhing. Their muscles are s wound up, they can't move of their own accord, not to mention the brain-numbing electrical surges throughout the body.

The Sigil:
Gàló-Màdj: The Amber Màdj

This Màdj has a bright yellow colour - a colour that can be seen from miles away, even in the darkest of nights. Inside it is many tendrils of light that are revolving around a centre core such that it looks like a ball of twine made of light. If you listen closely, you can hear a faint buzzing sound.

This form of the Sigil looks more like a cog from a machine than anything else. It is completely yellow and has 5 notches in the circle such that it could be a cog. There is still a whole like in the Tài-Fári form, and the symbol of the Crest is embedded in the top like previous as well. The entire thing is a yellow colour and the buzz from the Màdj can still be heard.

Dúà Lím: Coming Soon!

The Auxiliaries:

Possibly one of the simplest mechanisms for activating themselves, the user just has to touch their palms together, and it doesn't have to be very long at all.

The palms of the target turn a yellow colour and become rather calloused and hard. In addition, their eyes turn a weirdly bright yellow colour, off-putting to most.

Séiléhsti: Gurádia, the Bolas
Gurádia is also known as the disk of light as that's what it looks like when thrown. But when it's not in flight, the weapon is four balls attached to a centre ring, that are all yellow in colour. It electrifies what it touches, except of course, it's own user, giving the user a straight +6 bonus to his/her attack, dealing 4d6 damage on a 17-20 critical range. Once the Gàló-Màdj is obtained, it sparks with electricity as it flies through the air. It is rumoured that it can paralyse on impact.

Keys: Amber Cog, Amber Gear

Zodiac: Rabbit
Ynèré Zodiac

Riddle Me This!

During their travels through Héli, the group has heard many different riddles or sayings that may or may not mean anything. But, I will post them here as they hear them in the game...

So, let's start with the hexagonal room of blackness. There was a riddle seen is electric white-blue light:

From 12, there is one
That touches a soul,
Reach out, choose wisely,
And reap the tales of old

In the first session:
There was that prophecy that Réinyn told you:

When 11 becomes old, half is sold
For landflies, fire rain, red light and gold
Makes old grow young and young grow old

Mind a flesh merge to fight
The one who stole the vibrant light
Then split it up and gave them flight

Bring me power, bring me money,
Bring me all your golden honey
Keep naught for you, or I'll make it runny

I'm not safe, but I am not
Willing to give up this spot
For stone and keys and graven pot

Let's not forget who we are
When I give you violent stars
Progress made, but lost afar...

And then there were two more from Réinyn:

For the tune that tells a toll,
There might be a dagger roll.


Within the manor, seek nothing but cold
Hearts, people, and tales of old.

In the second session:
We heard a few more from people in the Town of Dàlmahs. The Stablemaster recalled:

Slithering sounds, he struts
Inside the Scared Tree,
A silver sight that cuts
A broken memory.

And from the raving lunatic that fell out of the Golden Butterfly Tavern:

Search our Spirit, inside
You'll find the golden hue
Of butterflies, and pride
Within a Bell statue.

And, from the barkeep of the same Tavern:

In Silverwood, they say the books told how,
Like tales of old, they steel it from us now.

In the third session:
We made it to the outskirts of the Forest City of Ràbahna, and heard the first of the three teachings of Éru:

A gem inside the heart of one
Person, a glowing stone, a sun
Or key for fight, and then it's done.

Power comes to those who hold
The violent stars, when all grows old
It seems they just crack and fold.

In the fourth session:
We heard the other two teachings of Éru, the second:

Imbued with power from the Crest,
In safe hands, it seems, they rest
Locked away, it's for the best.

Power comes to those who gave
Themselves away, for all those brave
People, who lie in their grave.

And the third:

A pendant with a history,
Of courage and of bravery,
But their power is a mystery.

Power comes to those who fight
Against the ones who have the might
And strength, but not mortality or right.

On the statue between the Forest City of Ràbahna and the Tree of Healing where the Clan of Éru resides, there was a hidden message:

Clink, clank, the gate is locked,
Entry only be Spike, not rocks.

Then there was a split message, half from the sign outside the Pewter Belltower in the Pewter Plaza of the Forest City of Ràbahna:

_ with _ to _ the _
_ need _ unstable _

The other half from the lightpost on the other side of the Pewter Belltower:

Conspire Skull
blow fire
You an empire.

Raigi met the Blacksmith of the Forest City of Ràbahna for real, and heard something intriguing:

Apples, oranges, spikes:
You'll find them in Zàhkár -
A place the snow-wolf likes
From aqua gates afar.

There was a note left by Àléna in the drawer of the room that Loban used at the Inn of the Silver Serpent:

With the Ardour of fame
Comes a space, a lion
That brings an orange flame -
An Eye you must align.

And, to finish, Caliban heard something of ineterst from Gíndlàé, the famous Glassblower:

The Chestnut hides the tales you desire -
It gives powers of old, but maybe a wire.

In the fifth session:
We were given two messages, one in bits and pieces, hidden within the Pewter Belltower:

Of grain sort in
when are from tales
old of within their

And, then we encountered Àléna for real, and on the fourth day of Ynèré-ba, a ritual was held for her. After which, we decided to head to Mégàhre Port, and we heard a new riddle from her:

They rob in all the nooks to find the eggs
Of the tales of old, they never beg.

In the sixth session:
We were given quite a few messages, quite a few from Draven's journeys:

They Fort the tales of old with dragon and birds,
Houses near Brasukhá - written wise-words.

The Wind of birds is seen
When the heat is right,
They look of something green,
But great in battle and fight.

Look to the stars, for a Feather
That’s sorely missed upon the weather.

A missing thing, the jumbled aven sat
‘Neath smart Ilias near tales of old hat.

And then there was one given to Raigi by Erétà, the female Elf who leads the Clan of Dàé:

The black cat brings luck
To those who kill fauna
For the reaper’s tuck,
Skull, cross-spire corner.

One that Loban heard from a man staying at The Black Cat Inn of Mégáhre Port:

The Alley hides the tales of old, speak to
The wall and receive the guide to get you through.

And one that Caliban was told by the Play Master of the Theatre in Mégáhre Port:

He who shifts shape, molds the Crown
Into snakes, but plays it down.

In the seventh session:
Draven managed to meet and have a conversation with Ràníl, who told him a riddle related to the Úshk Sigil. She had heard that she could find it at the port, but her hearing has been off of late:

Here, the law seeks the tales of old
To take away the past, instill the cold.

In the eighth session:
An escape from the Theatre, and a good rest allowed for searching of the town to begin. The Pitch Fountain was intriguing, with this riddle being written in the water spouts:

Water seems to help her make
Such clothes that we could never create.

And Raigi was able to talk with the Fortune-Teller of Mégàhre Port, while learning the name of the previous Fortune-Teller he met with, he also learned of a saying that pertained to central city:

Mind the drink, filled with spices ten-fold,
Is desert-hailed within the tales of old.

In the ninth session:
There was nothing :(

In the tenth session:
Leaving Mégáhre Port and heading due west across the Rihàz Expanse towards Lkíhlà City, afforded Raigi and Caliban a meeting with the Clan of Ynèré. The leader, after some banter wished them well on their journeys and as a parting gift, he said this:

In histories past, it's said there were
Machines with Cogs, that whizz and whirr.

In the eleventh session:
We met a wonderful lady in the Lkíhlà Teahouse. Her name was Làki, and while in a stupor created by the mixing of the Úhlyàr, Húsìa, Réahnt, and Léi teas, she said this:

Parched, worn-out, fed up,
You’ll find humility
With painted girls, close up
You’ll need blue rings, all three

Raigi and Caliban were able to enter the higher tier with some clever words and booked some rooms at the Robin's Egg Lodge. Dàri, the concierge there, welcomed them with a well-wish that she says to all the patrons when they arrive:

For want of power, the Twigs know
A spinning wheel with central flow

In the twelfth session:
There was nothing new on the riddles front.... :(

In the thirteenth session:
Boròg, the very proud armourer of Bhújèr Town, had some wise words that only Loban heard:

Remedies are found in here,
That chase away your Ice and fear

Raigi and Caliban also met up with the Clan of Frònéi, and their leader, Baín, was able to retell a previously known riddle that was once written on a piece of paper all the way back in the fourth session...

In the fourteenth session:
Raigi was told a couple of new sayings from the people in Port Bélàhm. First from the D'lànhga in the Lemon Grass Pub:

When tales of old begin, and boats are moored,
d’Sí-gyk speaks of battles that are floored

And then from D'Si-gyk, the Fortune-Teller:

Amber, my love, he cries,
Becalm and dance with me –
Yellow St attic, belies
A bar, a rabbit, happy?

Finally, Caliban visited the Pewter Belltower in the Forest City of Ràbahna and was able to find the last line to a very important riddle:

The Metal thyme Bhújèr prime

In the fifteenth session:
There was nothing.

In the sixteenth session:
Travelling on The Ré-var provided no new riddles.

In the seventeenth session:
Raigi was told a couple of new sayings from the people in Bésàh Village. First from the Fortune-Teller Rútà:

The monkey in Bésàh
Gives purple signs to all
The mind-force lead afar –
The blow before the fall

And then from a plaque on the inside wall of the Inn of the Indigo Monkey:

A present be near bow and string
That rolls around like a sterling ring

In the eighteenth session:
Travelling on The Ré-var provided no new riddles.

In the nineteenth session:
Travelling on The Ré-var provided no new riddles.

In the twentieth session:
The crew, along with help of Draven, made it back to the mainland sans Raigi and they made it to the Nàhstrewood, but still no riddles.

In the twenty-first session:
We finally mananged to hear some new riddles while in The Port-Town of Nàhstre:

From the Barkeep in The Ardour Guesthouse:

To heal a Diamond pane, in Nàhstre
Ask not the butcher, nor the baker…

From the Barkeep of The Orange Inn:

Trade with me inside this place,
Give naught bull, only money or lace

And from the Barkeep at Titian Lion Lodge:

The Dark hides inside the net
For fear on side of building met

In the twenty-second session:
We traveled to Zàhkár, but nothing was heard.

Stay tuned for more from the twenty-third session.

P.S. Remember that knowing which riddle belongs to which item an therefore which Crest is going to be very handy...