Herein lies Córilìce

The stories, the people, the history, the wonder

Thursday, July 3, 2008

The Fight of the Flàré

Flàré is the name given to those who have been touched by their respective Crest. The Flàré all have abilities they can use, these are known as Flares, hence the term Flàré. The Flàré have existed solely on Nàbra - there has never been talk or sight of people who even resemble the Flàré on the other continents. Each Flàré has the ability to activate or deactivate at will, and if they are activated, their physical appearance changes.

There have been many Flàré in the history of Nàbra, but at any one time, there can only be one mortal person touched by a Crest. There were always those who wished to use their power to control Nàbra. Below is a list of all the Flàré that have been known throughout Nàbra. It all started 10,600 years before the present day...

10,600 Years Ago:
(For those in the game at the moment, these people existed 600 years ago...)
Of those who were trying to repair the damage Élèm had caused, and free the Crests from their respective prisons, there were Bàtanái, a male gnome who represented Frònéi; Phórùl, a male dwarf who represented Ynèré; Lynard, a male human who represented Clèsi; Póhr, a female dwarf who represented Lóèg;
Àlàhéne, a female elf who represented Éru; Crystà, a female elf who represented Dàé; Rína, a female gnome who represented Lsóla; and Térindè, the female halfling who represented Gé and assumed the responsibility of trying to guide the other seven.

But there were four others who wished for something more:
Krùg, a female orc who represented Véri; Glúgtàr, a male orc who represented Nàrrice; Ástúrà, a male human who represented Úshk; and Grídevér, a male halfling who represented Téiq and led the other three against Térindè's eight who obviously had not fully considered the true extent of their abilities...

Predominantly due to the rivalry between the two groups, none of them even came close to understanding the purpose of their lives and as a result, no progress was made. However, as her dying wish, Térindè spoke the prophecy to her daughter,
Géríkìndenè. Thus began the next saga of the Flàré.

10,350 Years Ago:
(For those in the game at the moment, this began 350 years ago...)
Another generation of Flàré began to become aware of their connection to their Crest. As they realised they had been touched, they began to wonder why they had also been touched by the Crest. It was obvious that there was a task that needed to be fulfilled, but they had no idea as to what it was. Géríkìndenè, now touched by Gé, traveled the countryside in search of the other new Flàré in order to try to solve the mystery of the prophecy. She found
Nàríb, a male gnome who had been touched by Frònéi and who became the pseudo-leader for the group, Hórupnói, a male dwarf who had been touched by Ynèré, Piòrri, a female dwarf who had been touched by Lòég, Krùzogt, a male orc who had been touched by Nàrrice, Nàréléna, a female elf who had been touched by Éru, Strúta, a male human who had been touched by Úshk, and Àlàryst, a female elf who had been touched by Dàé.

Unfortunately,
Géríkìndenè could not unite all the Flàré due to the evil lure of power felt by Bàínè, a female gnome touched by Lsòla. Bàínè decided too that her unique ability was the key to control of the land, and she used this to lure Góròsh, a female orc touched by Véri, and Rùshta, a male human touched by Clèsi. Convincing Vérésid, a male halfling touched by Téiq, was not even a challenge.

Around the same time, the Séilèhsti were born. This generation did not do any better at understanding the situation throughout their life, but they did try to take on Élèm. They failed miserably, not knowing what to expect, how to deal with it, or even what they were really doing.

A new development occurred when Àlàryst was on her death bed. It seemed Dàé was trying to speak through her before she died, and a myriad of riddles spewed forth from her mouth as she breathed her last breath. These riddles were heard by Hórupnói who told his son, and the legacy continued.

10,150 Years Ago:
(For those in the game at the moment, this began 150 years ago...)
Tòhípió, the half-dwarf son of
Hórupnói, was a genius and with the help of his female childhood friend Prósticòr, also a half-dwarf, they began to unravel the riddles. When their parents died, Tòhípió and Prósticòr became Flàré for Ynèré and Lóèg respectively. They tried to rally all the Flàré, with Tòhípió as leader, but could only contact Baí, a male gnome-dwarf of Frònéi, Kóduzùg, a female orc-elf of Véri, Élirà, a female elf of Éru, Áràstúr, a male half-gnome of Úshk, Àláséa, a female elf-dwarf of Dàé, and Dérígyndè, a female halfling of Gé.

The other four had already united with similar goals of the previous renegade Flàré, this time with a male gnome-orc at the lead representing Nàrrice, named Strògk. The other three were Vynárù, a male half-orc of Clèsi, Càlaní, a female gnome-orc of Lsòla, and Sídèrèsh, a male halfling of Téiq.

At the end of the third generation, there had been a second attempt to destroy Élèm, but it was only the eight led by
Tòhípió who challenged him, but they failed, even though they had the power of the Séiléhsti. Apart from the sudden appearence of the Gàló-Màdj soon afterwards, it wasn't until the fourth generation where something especially different occurred...

10,000 Years Ago:
(It makes sense that this is around the time when the those in the game arrived in Héli...)
Twelve new Flàré were born: a mystery male dwarf of the Clan of Frònéi; Àré, a female elf of the Clan of Véri; Aéri, a female human of the Clan of Ynèré; a mystery male orc of the Clan of Clèsi; a mystery male human of the Clan of Lòég; a mystery male gnome of the Clan of Nàrrice; Àléna, a female elf of the Clan of Éru; a mystery female gnome of the Clan of Úshk; a mystery male dwarf of the Clan of Dàé; a mystery female orc of the Clan of Lsòla; Réinyn, a female halfling of the Clan of Téiq; and Kilèsh, a male halfling of the Clan of Gé. It is now known, though that Réinyn has been touched by Gé and that Kilèsh has been touched by Téiq - the first time anyone from the outside the clan have been touched.

Also, for some unknown reason, five people from the future were brought to Héli by some unknown means and were also touched by the Crests: Gwyen, a male halfing touched by Frònéi; Loban, a male elf touched by Clèsi; Draven, a female human touched by Nàrrice; Raigi, a male elf touched by Dàé; and Caliban, a male gnome touched by Lsòla.

This mystery has yet to be solved...

Wednesday, July 2, 2008

The Crest of Téiq

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Téiq is the Crest related to the manipulation of death itself.

Téiq, who is said to own the dark and the cold of night, and who is also said to be the bringer of death, has never revealed his true form. Being of the innersphere, he is the manifestation of that which is dead. He chooses to favour the halflings. His colour was chosen as a representation of the colour of blood. His symbol is said to show the death of all things. Those touched by him are said to have closed personalities.

The Flares:
Sétài: Rot Touch

This is slightly worse than what the clerics can do with their Inflict Wounds ability. This is something that the Flàré can achieve without having to physically touch the opponent. They just reach out their hand or even their finger, and whatever they are pointing at begins to rot and decay at a rapid pace. This can be used as an attack in round-based combat and it deals 1d10 damage.

Kàtài: Ghoul Defend
This is slightly different to what the Flàré of Úshk does to defend themselves, in the sense that the user calls on the dead of the world, that haven't yet departed to the underworld. The user uses their souls as a defense, and this can deal 2d10 to whatever they touch. The sad part about it all is that the souls are discarded and can never be sent to the underworld.

Rútài: Death Transfer
This is exactly as the name says. The Flàré has the ability to transfer the death of one thing into another. This is proportional to the death energy in the two targets. The user cannot fully revive the original target, and as a result cannot fully kill the second. This does not deal damage.

Luètài: Soul Feast
This ability calls upon the wandering souls again, only this time, they are forced to materialise and attack. The number of souls and their power are totally dependent upon how much energy was used to call them, and how many were called. This does not deal damage.

Dàkúrùtài: Suffocate
This takes the third ability to its limit, calling on the all the death in the world and creating a large amount of death energy that can be used on a single target, suffocating them to death. This is where the abilities of Gé and Téiq collide. This does not deal damage.

The Bílèfári:
Sékàrúfári:
There is no apparent Sékàrúfári for this Flàré.
Luèfári: Again, there is no apparent Luèfári for this Flàré.
Dàkúrùfári: 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.

The Sigil:
Gàló-Màdj: 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.

Màí-Ló:
This Sigil is a deep red coloured square which is hung from the centre of one of the sides. The symbol for the Crest is right in the centre once again, and you can see the glow from the Màdj still present, with perhaps the tiniest hint of a gurgling sound if you listen closely.

Dúà Lím: Coming Soon!

The Auxiliaries:
Activation:

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

Appearance:
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.

Séiléhsti: 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.

Key: Ruby Tail

Zodiac: Rat
Téiq Zodiac

The Crest of Gé

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Gé is the Crest related to the manipulation of life itself.

Ge, who is said to own the light and warmth of the day, and who is also said to be the bringer of life, has never revealed her true form. Being of the innersphere, she is the manifestation of that which is alive. She chooses to favour the halflings. Her colour was chosen as a representation of the colour of the lifestream. Her symbol is said to show the growth of life. Those touched by her are said to have open personalities.

The Flares:
Sétài: Quick Growth

This allows the user to quickly manipulate plants to their desires, so roots can come together and form a knot; grass grows tall super fast; trees can lean and lock their branches together to block a path; anything is possible as long as the mind can think of it. This is of course limited by the amount of power they have at this point. If an enemy is touched by the empowered plants, etc, they take 1d10.

Kàtài: Tangle Screen
This is more of a specific ability to create a shield in less than a second. The user takes whatever they can find in the close vicinity and forms it into a shield, which is normally in the form of matted roots from the ground. Anyone touching this takes 2d10 damage.

Rútài: Life Swap
This is exactly what it's name says it is. The user can swap the life from one thing into another. In this way they cannot kill anything, but they can also almost completely heal a companion as well. The amount of life energy that is available depends on the two targets and in which way the life energy flows. This does not deal damage.

Luètài: Animal Cry
The Flàré can use this ability to summon allies from the wilderness around them at any time. The power of the summon has to do with the power of the user and what's actually around them at the time, and of course, summoning one rat as opposed to a swarm of rats is going to easier. In other words, the energy use proportional to the animal called. This does not deal damage.

Dàkúrùtài: Revive
This ability turns the third on its head, and brings in energy from multiple life sources, depleting them a little in order to create a massive source of energy from which the Flàré can completely revive an ally. This can bring them back from the dead, and is the one crossover point between Gé and Téiq. This does not deal damage.

The Bílèfári:
Sékàrúfári:
There is no apparent Sékàrúfári for this Flàré.
Luèfári: Again, there is no apparent Luèfári for this Flàré.
Dàkúrùfári: 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.

The Sigil:
Gàló-Màdj: 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.

Màí-Ló:
This form of the Sigil is an octagon with a shining, pure-golden colour. It is not as eye-catching as the rest, but it's light does emanate for all around when it isn't covered by a cloth. The symbol for the Crest is situated in the centre of the diamond, and if you listen hard enough, you can hear the glow of the golden sun inside it.

Dúà Lím: Coming Soon!

The Auxiliaries:
Activation:

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

Appearance:
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.

Séiléhsti: 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.

Keys: Golden Antenna (there are three, but they don't have separate names)

Zodiac: Butterfly
Gé Zodiac

The Crest of Lsòla

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Lsòla is the Crest related to the manipulation of the body.

Lsòla, who is said to put fear into the steel hearts of men, and who is also said to be metallic in appearance, has never revealed her true form. Being of the innersphere, she is the manifestation of that which is physical. She chooses to favour the gnomes. Her colour was chosen as a representation of the colour of the metal she can create. Her symbol is said to show four interlocking spears. Those touched by her are said to have magnetic personalities.

The Flares:
Sétài: Liquefy Solid

Anything that is alive, physical in nature, but not of sentience can be transformed into a metal not known to the periodic table. This metal floats above the hands and is able to be converted into any physical object the controller desires. Once formed, and solid, the metal cannot be transformed again. It is said to be far stronger and far lighter than any other known metal.

Kàtài: Dome Shield
It is now possible to convert up to 70% of the plant material into the new metal. This ability also grants the user more control over the magnetic fields they use, thus the size of the balls of metal are now changeable. As a result, the metal can be expanded and contracted while in the liquid state. The user can create large dome-shaped shields that can be up to 20 ft in diameter, however it must always cover the user.

Rútài: Alloy Fire
It is basically a 95 % usage of the metal from here on in. This ability allows for the user to create small projectiles which can be flung at opponents, to deal 1d10 damage per projectile. Using multiple projectiles at once will sap the users energy faster, of course, with the cumulative effect of each projectile.

Luètài: Quintet Spin
This ability makes the metal much more dense than usual, and the user can create 5 pylons of about 2 feet in diameter and spin them vertically around their body. This can be extended to a flattened form with increased energy usage. Should anyone come in contact with this, they will take 5d10 damage.

Dàkúrùtài: Blitz
This flare grants the Flàré effectively full use of the abilities they control, thus allows the desolidification of the objects that they create as well as the ability to repel the dense metal they can create, and a ability to change the centre of the magnetised poles that they wield and reverse the polarity of the poles. If the user liquefies the metal after the first time, the colour of the liquefied metal is purple, not silver, however the solid form is always silver in colour. Should they attack with the dense metal, by sending it flying into opponents, they will take 10d10 damage.

The Bílèfári:
Sékàrúfári:
The user suddenly becomes aware that their body is in a whole heap of pain, which worsens with the use of any of their Flares.
Luèfári: The whole mind becomes completely numb and the person can't feel a thing. Their power diminishes and diminishes. However, even with a numb mind, the pain in their limbs is extremely difficult to bare.
Dàkúrùfári: 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.

The Sigil:
Gàló-Màdj: 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.

Màí-Ló:
This form of the Sigil is a cross, in fact it totally resembles the large of the two crosses in the Zodiac, with the symbol in the centre. It is entirely silver, of course, and has a sheen to it that never fades. When looking closely, one can see the spinning metal from the Màdj.

Dúà Lím: Coming Soon!

The Auxiliaries:
Activation:

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

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

Séiléhsti: T.É.S.R.il, the Four Daggers
T.É.S.R.il 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.

Keys: Silver Twig, Silver Sprig

Zodiac: Snake
Lsòla Zodiac