Herein lies Córilìce

The stories, the people, the history, the wonder

Wednesday, July 2, 2008

The Crest of Nàrrice

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Nàrrice is the Crest related to the manipulation of the air.

Nàrrice, who is said to put the wind up the trousers of men, and who is also said to be majestic in appearance, has never revealed his true form. Being of the outersphere, he is the manifestation of the wind. He chooses to favour the orcs. His colour was chosen as a representation of the colour of the leaves or grass which he loves to move so much. His symbol is said to show the movement of the air currents. Those touched by him are said to have curious personalities.

The Flares:
Sétài: Float Disc

The user can create a difference in the density of the air particles near them, and as such can create a rectangular shape and can use it to stand on. The user is actually able to see the wind currents, and can manipulate the disc to make its size change relative to its thickness. If this were to hit anyone, they would take 3d6 damage.

Kàtài: Wind Blade
The user focuses the gliding force of the previous Flare and releases it towards the enemies. The blast of wind can be as sharp/thin or as blunt/thick as they require. The attack is invisible due to it being a blast of wind, however there is a possible reflex save based on whether the opponent sees the user blow at them. The attack is strong and deals slicing damage of 5d6.

Rútài: Aether Whirl
The user whips up a wind so fast that it spins around them creating a 'make-shift' shield. This shield is moving so fast that it is almost impossible for weapons and other such things to penetrate it. However, a strong blow will still be able to get through it. The problem is that user must be still in order for the shield to work properly. Also, if another Flare is used at the same time, then the shield's strength decreases rapidly. If it happens to touch anything, the Aether Whirl deals 4d6 damage.

Luètài: Wind Slice
This ability stems from the users hands and acts like a blast of concentrated air. In fact it moves in a spiral using the user's hand as a reference point. The blast has about three times as many blades of wind in it that the Kàtài. It deals 6d6 damage.

Dàkúrùtài: Tornado
Well, yes they do get that much power to use. The user finally breaks free of the wind of the palms and they can create a massive tornado anywhere they choose. They control how it moves, where it moves to and it's speed, of course. As a result, the damage can be variable, but at it's maximum strength it deals 10d6 to whatever it touches.

The Bílèfári:
Sékàrúfári:
The user's hearing rapidly diminishes until they are completely (though not permanently) deaf.
Luèfári: 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.
Dàkúrùfári: 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 Sigil:
Gàló-Màdj: 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.

Màí-Ló:
This form looks like an upside down triangle (with the point at the bottom). It is entirely green and has the symbol for the Crest in its very centre. If one listens closely, a faint sound of the roaring wind from the Màdj can still be heard.

Dúà Lím: Coming Soon!

The Auxiliaries:
Activation:

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

Appearance:
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.

Séiléhsti: 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.

Key: Emerald Feather

Zodiac: Hawk
Nàrrice Zodiac

The Crest of Lòég

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Lòég is the Crest related to the manipulation of the earth.

Lòég, who is said to enliven the ground on which we walk, and who is also said to be a brute in battle, has never revealed her true form. Being of the outersphere, she is the manifestation of the land. She chooses to favour the dwarves. Her colour was chosen as a representation of the colour of the lands of Córilìce. Her symbol is said to show a mountain range. Those touched by her are said to have grounded personalities.

The Flares:
Sétài: Block Pillar

The user is able to push their hands into the ground and make a pillar of dirt rise up out of the ground at a maximum of 100 feet distance from the user. The pillar is 60 feet tall at maximum, but this height is variable and it can be held in the air for a few second before the dirt collapses back into the ground. If this is used to attack someone, the damage dealt is 3d6. It is also possible for this ability to be used in a way to make the wall in the side of a tunnel explode (i.e. whack the side of the wall and some of it will come crashing into the tunnel itself).

Kàtài: Clay Spire
This is a more specific version of the previous Flare, where the user turns the pillar they make into a spire which they can then put under anyone that is in their vicinity. At this point, they can only do this on a 10-20 feet radius from themselves. But should the spire hit an enemy, they will take 5d6 damage.

Rútài: Mountain Delve
This is an extension of the Òtài as the user can now make the Earth beneath them in a 50 feet radius from themselves move in any which way they so chose. This can be quite a devastating ability as they can plunge entire houses into the ground by moving what's underneath the ground. However, an act such as that will use their energy up really quickly and the Bílèfári will happen very quickly. Using this as a shield is also possible and should the enemy touch the energy in the ground allowing it to do this, they will take 4d6 damage.

Luètài: Boulder Smash
The use can now condense the ground around them at a rapid pace and they can create boulders from clay or dirt or sand. They use a lot of energy doing this, so after creating 10 boulders at the full level, they will incur the Luèfári. Each boulder has the power of 6d6 behind it, and the user can only create one rock per round.

Dàkúrùtài: Fissure
Taking the ability to the extreme, having access to this Flare increases the range of the Second Flare to 200 feet radius; it increase the number of boulders they can make to 25; it allows them to move Earth from over 300 feet away, and it gives them access to the most destructive ability, they can create a massive hole in the ground, as a long crack in the space of one round. This can be reversed quickly, and should they manage to trap someone in the ground as it closes, they will take 10d6 damage.

The Bílèfári:
Sékàrúfári:
Almost for no reason, they user starts to feel excessively tired.
Luèfári: 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.
Dàkúrùfári: 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 Sigil:
Gàló-Màdj: 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.

Màí-Ló:
This form is a beautifully brown coloured diamond. The symbol for the Crest is right in the centre and the gritty sand-like sound from the Màdj can still be faintly heard.

Dúà Lím: Coming Soon!

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

Appearance:
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.

Séiléhsti: 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.

Keys: Jasper Cobble, Jasper Geode, Jasper Rock

Zodiac: Horse
Lòég Zodiac

The Crest of Clèsi

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Clèsi is the Crest related to the manipulation of the atmosphere.

Clèsi, who is said to bring a chill to the room, and who is also said to be slower than a mole, has never revealed his true form. Being of the outersphere, he is the manifestation of the cold. He chooses to favour the humans. His colour was chosen as a representation of the colour of the atmosphere on a clear day. His symbol is said to show an icicle inside cupped hands. Those touched by him are said to have icy personalities.

The Flares:
Sétài: Frost Guard

The user can create sheets of ice that hang in mid air in front of them. They can vary in shape, number, and size, by changing the thickness of the sheets. Unless the environment around the sheets is at least as cold as them, they will eventually melt. It is said that the sheets are strong enough to block most things. If hit, it can deal the person who hit it 2d4 damage.

Kàtài: Shroud Mist
The user can slow down the process by which they make the ice, and instead, cause widespread mist or fog to appear for varying densities. They can affect an area of 120 ft in radius. The mist can be of a varying thicknesses. Each vary by the distance a normal person can approximately see. The distances can either be 200 ft, 100 ft, 50 ft, or 10 ft.

Rútài: Flash Freeze
The user takes the concept of creating the cold mist and reduces it down to a small scale event. Now, they have the ability to snap-freeze an small object, or perhaps an arm or leg of an opponent. The opponent should still be able to use the limb after they've taken the attack, but it's going to hurt. It deals 1d8 damage. This of course can be extended further as a concentrated area of the atmosphere going cold is going to create a block of ice. The user can now shape this into more of a speak-like form and then throw it at an opponent. The spike also deals 1d8 damage and the user can create up to 3 spikes in a row for every 5 levels.

Luètài: Spike Throw
This is effectively a direct extension of the previous Flare. Instead of the Flàré being able to create only one spike at a time, they can now create multiple spikes, and they are bigger than before. They now deal 3d8 damage and they can create the same number per 5 levels as before. The area of effect of the snap-freeze ability is also larger, being able to target half of an opponent at once. This also deals 3d8 damage.

Dàkúrùtài: Glacier
This uses all of the power they have available to them, and freezes one whole object of any size. It is completely frozen. If they are an opponent, they also take 8d8 damage from it and they take 5 rounds to thaw out if they didn't die from the attack.

The Bílèfári:
Sékàrúfári:
The body of the user, which is usually immune to the cold, begins to feel a bone-chilling coldness.
Luèfári: 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.
Dàkúrùfári: 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 Sigil:
Gàló-Màdj: 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.

Màí-Ló:
This form of the Sigil looks like a perfectly formed snowflake, with the symbol for the Crest right at the centre of the star-like shape. It is completely aqua in colour and ice-cracking sound can still be heard.

Dúà Lím: Coming Soon!

The Auxiliaries:
Activation:

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

Appearance:
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.

Séiléhsti: 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.

Keys: Topaz Cross, Topaz Spike

Zodiac: Wolf
Clèsi Zodiac

The Crest of Véri

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Véri is the Crest related to the manipulation of water.

Véri, who is said to put doubt into the minds of men, and who is also said to be fluid in appearance, has never revealed her true form. Being of the outersphere, she is the manifestation of the seas. She chooses to favour the orcs. Her colour was chosen as a representation of the colour of the waters of Córilìce. Her symbol is said to show a suspended droplet of water. Those touched by her are said to have flowing personalities.

The Flares:
Òtài:

Not really classed as a Flare, but known more commonly as the natural manipulation that happens subconsciously both when activated and deactivated, the strength of the ability far stronger when active of course, this latent effect is as simple as the creation of puddles. Yes, if this Flàré stands in the one place for too long, they liquefy the environment around their feet and manage to create a puddle as a result. This effect is far slower when deactivated.

Sétài: Mirage Veil
The user creates a thin veil of water around their body, enough to completely cover it. The purpose is to keep the veil moving such that light is refracted away from the user. Effectively, this allows the user to become momentarily almost impossible to see. The veil will stay around the user for as long as they wish.

Kàtài: Whirl Shield
The user spins water around their body so fast that you can no longer see them. However, it seems that very little can penetrate the water barrier as a result. Should this ever come into to contact with anything, it deals 2d4 damage.

Rútài: Rain Grasp
The user can turn the water they use into tiny droplets that a small, hard, sharp and super-fast. Like a barrage of directed rain drops, they can then throw these at any one target for 4d6 damage.

Luètài: Water Spiral
The user puts both hands in front of him, outstretched and pointing in the direction they want to fire their attack, and they force all the water they use straight down their arms. The result is a spiral of water that is at such a force, it almost doesn't feel the effects of gravity. The blast is like being hit by crashing waves at once. Of course, once the blast has been released, the user can't move or change it's direction until the attack is complete. Getting hit by this will cost you a serious 6d6 damage.

Dàkúrùtài: Deluge
The extra power boost that this Flare gives the Flàré allows them to move their body freely while using the attack. They can now control a spiral on each arm and can move their arms freely while executing the attack. They can also spin it around themselves as a shield. If you were to get hit by this, you'd be taking a whopping 10d6 damage.

The Bílèfári:
Sékàrúfári:
The user feels that they are beginning to suffocate.
Luèfári: 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.
Dàkúrùfári: 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 Sigil:
Gàló-Màdj: 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.

Màí-Ló:
This form of the Sigil looks like a water droplet and has the symbol of the Crest in the centre. It is entirely blue and the water from the Sapphire Màdj can still be heard.

Dúà Lím: Coming Soon!

The Auxiliaries:
Activation:

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.

Appearance:
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.

Séiléhsti: 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.

Keys: Sapphire Band, Sapphire Circlet, Sapphire Ring

Zodiac: Turtle
Véri Zodiac