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OoN Info: PART 2

Deviation Actions

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AM. Mini Plots
AN. Currency
AO. Mages
AP. Types of Magik
AQ. Runes
AR. Enchanting
AS. Materials
AT. Great Wyrm types
AU. Sports
AV. Horse Breeds
AW. Monks
AX. Necromancer Cult
AY. Plants/Herbs
AZ. Mage Weavers


Mini plots are like 'side quests' to where you don't just wander, or don't care to do the main plot.
Deaur:  hiru-ma-enjiru.deviantart.com/…
O'dheasba:  hiru-ma-enjiru.deviantart.com/…
Sahirla: None yet
Severak:  hiru-ma-enjiru.deviantart.com/…
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AN. Currency
Deaur:  madmother88.deviantart.com/art…
O'dheasba: None yet
Sahirla: None yet
Severak: None yet
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AO. Mages
Mage: Mages are generally what most magik users are called, before the categories were made to split the differences. Mages can specialize in many things, and are not limited to being called the following:

Wizard/warlock: These names are for those whose knowledge is vast, studying for decades. The image of an elderly person is usually thought of because it takes even the brightest of minds to learn what magiks the world has, and can easily take an entire lifetime.

Witch: Witches deal mostly in curses, charms, inviting luck or warding off evil. They usually charge for their potions like a merchant at a stall would, but sometimes swindle customers, giving them a fairly poor reputation. You also want to take care in what kind of witch you're buying from, as many practice the dark arts like raising the dead. You can most times, identify what type of magik they practice by what they wear and how they speak.

Sorcerer: Most of them are renowned for summoning lesser beasts, or entrancing an animal to fight for them. Instead of researching the spells and specifics(which can take many years), they rely more on enchanted items they keep with them, like pendants or staves. Disarm one, and you are able to take their power from them, but be cautious, as many will permanently scribe spells of power on their skin.

Paladin: These fight with both their own strength and magik. Many have walked for a righteous path in protecting the poor or killing whatever bandits or beast has been plaguing villages. There are those that will fight for a price, and have been known to guide people through a dangerous route or protect nobles and such. Like sorcerers, they often wield enchanted blades or armor, and most have studied in the healing techniques.

Battle mage: Those who practice magik and use a blade can sometimes be confused with paladins, but battle mages are unique in what magik they use. Like their name suggests, they train for battles and times of war, and though they can be very expensive, a well trained one can be as good as twenty men or more. They use more destructive magiks, like the elements, and the best can set up delayed traps, like  various runes.
Often hired by the Order, battle mages that serve the Gods wear blue. Those used for defense will wear a blue sash on their left shoulder, and those for offense the right. If they serve the Order, the crest with be holding their sash together at the hip.

Necromancers: Practitioners in dark magiks, they are mostly known for summoning the dead. The easiest are the ones dead long enough that only bones remain. By calling them, apprentice necromancers are in the least danger, as bones do not have a will of their own. Carved in the bones is always the symbol of the specific necro, and allows it to move and re-attach itself even after hacked apart. Destroying the symbol is the only way to defeat the walking corpse. They are also experienced in a type enchanting, as well as summoning. 'Bain marks' are what they call them, from one of the most powerful necromancers in history.
Bain Farwell lived for over one hundred years, and in his time dark magik ruled over anyone who got close to his domain in the far East. He created his mark so he could gain more power by sucking in the raw magik from the Ethers, beings of raw power that dwell in the living land. On his one hundred and ninth year, he vanished, allowing those who he had taken and tormented to go free.
Bain has been remembered by his many apprentices though, and repeated his symbols through the centuries, yet never fully re-creating the exact ones. These marks can carry elemental enchantments, and up to sucking the life energy from others, and even those who are knowledgeable in dark magiks must remain wary of the potential dangers.
Necromancers usually work for one thing, to be free of the flesh and bone body, ascending to a spirit form commonly known as the Lich.

Lich: Those that have stored enough magik an item such as a staff, jar or weapon may begin the ritual of letting themselves bleed out on the object to the brink of dying, then, with the help of an apprentice, bathes in it while murmuring a dark chant. Once the chant is done, the body will rapidly decay, freeing the soul, and letting the new lich to feed off of the apprentices life. The lich's own form of 'life' is stored within the item they chose, and is their weakness.
To hold the item is to control them, but those that have tried have always fallen to their own greed, tricked by the lich, then devoured. But to break the item is the only sure way to weaken the lich enough to where they can be destroyed, but with no man-made weapon. Magik is the best way, or with an enchanted blade, preferably fire or a light magik.
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AP. Types of Magik
Potions/charms: These are a witches' specialty, and though potions can be much more effective, charms are more popular, as one does not need to ingest it for the magik to work. Potions, like cooking require specific ingredients and quantities for it to come out right. Just as you don't skip the flour in bread, a potion cannot be made without any herb or body part.
Depending on what you want it to do, sometimes the more ingredients it may need. For one to attract other to you, it may call for certain flowers, and often rare plants to enhance someone's pheromones. The darker arts demands living tissue, like blood or various body parts for it to be made. Also like cooking, some need to be heated or frozen to reach its max potential effect. And of course, no witch can hope to complete one without a spell.
Each mixture has to have a spell on it, so not anyone can create these 'unique' drinks. From a book that requires candles, or chants in a magik language, like Elven, everything will need to be perfect. Any interruption can be dangerous, or fatal depending on the potency of what they wish to accomplish.

Summoning: Of all the magiks, summoning can be the most deadly. The first step is for the summoner to protect his/herself in a circle with runic symbols. After they feel secure, they must activate the circle, with different symbols to indicate what kind of beast they want to call forth. The stronger the beast, the larger and more complex the circle must be. Once something is successfully called(that doesn't kill you), it can be summoned again with more ease. The circles can be drawn again on a book or anything one can carry for multiple summons. The stronger the beast though, the stronger your will must be. If it can break your hold on it, you will most likely die as most do not take lightly being called by a mortal.

AQ. Runes
Runes: There are several types of runes, and each has its own task. There are 3 runes that must be put into order after making the circle.
This works mostly for Healing and/or Summoning:
1- The symbol of what kind of rune you wish to use.(Healing, summoning, element, ect)
2- The rune of what kind of that magik you want.(Example: after drawing a healing rune, drawing the rune for 'poison', will make the magik focus on removing the poison)
3- You must choose how strong you need the magik to be.(Depending on how severe it is, it can require a small or larger amount of magik)

For others, there are other ways of doing it. If you have the right training, one can feel the magik around them, and draw Runes in the air with a finger. Even just above their palms. Once it has been drawn, you press your hand against it to activate it, like pressing a button.
Though once it is activated, it becomes very dangerous, and can backfire on the caster if he or she loses focus. For more destructive spells, like causing a storm, if the caster does not use it soon after they activate it, it will more likely kill the caster when it backfires. The magik energies build up so high that it can easily do this.

Fence Runes- These runes are used to ensnare whoever triggers them, and can have different effects to either paralyze or freeze. They can be placed on most any surface, ground, walls, and some items that have any flat surface.
Puzzle Runes- These are used for tricking the mind into seeing something that isn't really there. The person that triggers one of these can find himself in an endless labyrinth, or a dark room with no lights.
Element Runes- The runes used here is what the name suggests, and can hold an element of magik to unleash on whomever triggers it. Fire, lightning and other nature magiks are bound to these runes, and the level of how much magik goes into them can vary. They could either catch someone on fire, or fully engulf them in flames to kill.
Healing Runes- In many ways, this rune is harder to learn, and perform. Healing runes, as all must, have a specific way of being drawn. And again they can be drawn ahead of time for many different injuries. With the potions as well, gathering the right ingredients takes time and a knowledge of how the body works, most required to know human and elven. Though most of the bodies are the same on the outside, inside is different blood, though most have red like humans, the healer must know all they can before trying a rune. Runes are also more potent than potions, as they work faster, taking days off the body's natural healing process.

Summoning Runes- The most important part for those who wish to call beasts to fight for them, these runes can be deadly, and take patience to learn. One must drawing the circle in confidence, making sure there are no breaks, bumps, or hesitance in the mark. Anything summoned, especially against their will, always look for any weakness.

Counter Runes- If one suspects there may be runes around, or caught in one, a counter rune is best. They are especially tricky, as you must break the current one. At first they seem easy, but first you must figure out what kind of trap you are in. If it is a fence rune, you draw a fence rune, backwards. And the one who put you in it, may not give you a chance to do so. The caster can in some ways control how the runes move. If a fire rune is triggered, the rune caster can be able to control where the flames go, and a fence rune is similar. In the nightmare they can project their voice, and if strong enough, can project a version of themselves into where the mind is.
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AR. Enchanting
Another aspect of magik, and possibly the hardest to master, is enchanting.

It is the most rare of magiks, and takes knowledge of elemental, runes, and the various metals. One must always take great care in how the weapon is made, not just with enchanting it. Many that smith their own and enchant, are known as 'Mage smiths', and are rare in themselves. Many do not take on apprentices, but those that do are extremely strict and require their student lives close by, or with them. It takes many years to nearly perfect this occupation, and most look for a natural talent in their young apprentices. Careful eye for detail in their work, a steady hand and stamina to work on a piece for long periods of time. Like any kind of smithing, one cannot leave a sword or bow unfinished and come back to it later.

There are the commonly known metals for weapons and jewelry, such as: Steel, iron, silver, gold and so on. There are also other kinds of materials that are not so common, like rare stones, able to melt down like metal ores.
Also, they are taught which enchantments are best on the metals. Flame enchantments on low temperature metals like nickel can be harmful, as the fire will most likely make the metal too hot and/or began melting it enough to where it will bend.
Both steel and iron are fairly good for both flame or electric magiks, as they do not melt so easily.
Below are some examples of metals, used for weapons or jewelry.

Steel- Melts at 2800 F
Iron- 2100 F
Silver(poor quality)- 1615 F
Silver(high quality)- 1761 F
Gold(pure)- 1945 F
Nickel- 2647 F
Copper- 1983 F

Some of the rarest, only the richest mage smith, or customer can afford.
One of the rarest is a 'Wyrm stone'. Thought to be fossilized drops of dragon or great wyrm's blood.
Mostly found at volcanoes or deep within caverns that most do not dare to tread, these small, but powerful gems can be mixed with only a few choice stone wares that can be made into weapons.
Pearl, onyx and blood stones work fairly well, the best combination one can have though is the Volestone. Found at dead volcanoes, where there was once a tremendous amount of heat and pressure. These are hard to spot, as they are dark in color, and look like volcanic rocks. It's best to see them under the moonlight, as they tend to shimmer silver. They are usually in little pieces, and take some time to collect enough for even the smallest dagger or knife.

With a high quality steel, a mage smith can fuse the edges with pearl or the others, after they are mixed with a Wyrm stone.
Pearl is the most expensive, as it takes many clams and long periods of time for the small pebble to grow.
The various stones themselves can be more easily enchanted, coming straight from the earth, not heated or mixed with anything. Most are cut and polished, and while they look more appealing, cannot seem to hold magiks as well as the uncut raw ones.

A list of stones and what can be enchanted upon them:

Diamond- Luck in wealth, guards against disease [Fire]
Bloodstone- Protects against illness, healing [Fire]
Amber- Healing, divining[Fire]
Amethyst- Protects mentality from dark magik[ Air]
Garnet- Boosts vigor[Fire]
Emerald- Protects from nightmares [Water]
Jade- Love/charm [Water]
Jasper- Guards against poison [Earth]
Ruby- Heal poisons[ Fire]
Sapphire- Foresight [Air]
Opal- Any [Air]
Peridot- Guards against dark magik [Air]
Onyx- Luck [Earth]
Moonstone- Physical healing [Water]

Many enchantments are used with runes, though the easiest way, can still be very difficult, taking hard work and the steady hand to draw the rune perfectly. If just one line is missing, the magik will not hold, and has a chance to backfire on the user.
The hardest way is using one of the raw stones to channel the magik to the item. This takes a great amount of will power and concentration. The mage smith has to focus on the stone's natural attributes, and on the one he wishes to push through onto the item he wants to enchant.
Untrained mages or smiths most often have trouble from the start, and is very deadly if the magik is not bound properly.

Take heed in enchanting, and always make sure the mage smith is fully trained, the best way is to see if he/she has made items for nobles or Praes.
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AS. Materials
Wyrm stone- [Fire damage/protection] Melting point: 8400
Only the best Mage smiths can forge weapons and armor from this rare and warm material. It is called a stone, but is believed to be more as fossilized blood.

Gold crystal- [Fire/light/???] Melting point: 3000
There are rumors of this rock that grows inside caverns that no one has been able to survive, aside from the Aniorl(Sun elves). There are also accounts where it has many uses, besides just one element. Tales of them growing in deep caves beneath the Willowthorn woods is also common gossip.

Sea eye- [Water/Ice] Melting point: 2600
Found among shores, buried deep in the sand and under water caverns, many don't use this rare stone for enchanting, but as jewelry or decorations on crowns and swords.

Black ice- [Ice/luck] Melting point: 2100
Growing on slate-like rocks, it looks as if the rock has little scales like a dragon. It is smooth and cold to the touch, and is somewhat transparent around the edges, giving it its name.

Pale Terrafin- [Air] Melting point: 1300
It is found sometimes inside geodes, high on Dragonback mountain and on the climb to the TempestHeight temple. It is light and hard to break after it has been melted and refined, afterwards it has a sheen of whit that seems to sparkle like fresh snow.

Frost vein- [Air/protection against poisons] Melting point: 2900
Rare in Deaur, it is mostly found in deep caves in Severak. When it is heated enough to be shaped, the worker must work quickly, as it cools rapidly just in the open air. When it is refined and finished, it is extremely hard to break, making the demand for it somewhat common, and the prices very high.

Wyrm Bone- [Any]
It has no melting point, because it is literally, a bone from a dead dragon. Extremely rare, as when the beasts sense their time is near, they fly into an active volcano, returning to the world, and that which gave them their fire. They were gathered from the strongest mages, using old and powerful ice magiks, in the time long before the Great War, but have long been lost. Many believe the spells were a gift from the Gods, and the scrolls are kept in the great library in BlueStar. These bones can only be carved with special tools, also lost to the ages, barely remembered as 'Rime Blade'.

Heaven's Eye- [Any]
Coming in various sizes, it looks like smoke trapped inside a completely transparent container. It feels solid when touched though, and weighs almost nothing, making it useful for the quickest attacks. This material might be the oldest and most difficult to work with. Rumors dictate it has been hidden since the beginning of time, when the Gods made the world. It was known as 'Ether breath', the beings that are made of raw energy/magik that formed from the world's creation. This has no melting point, though it feels solid as stone, and requires rare tools and materials to 'carve' it into some shape.

Small Tamium- [???] Melting point: ???
These are, according to man, the rarest and most precious of materials, even though none so far have claimed to know how to work it.
Only a handful know of what can be made from these, and most are in the isolated South land's, of Lumi Maa. Not much is known about the people, and they shun most outsiders. Unlike Severak, they have no large city, but small groups of tents that could house from a few, to fifteen.
This material can be melted, this is known, but the attempts to figure out how hot the flames would need to be was never found. The name 'tamium', comes from Lumi Maa itself, and from what translations are held, it means 'Ether blood'. And is only about the size of a pinky finger. Small tamium has been found scattered across a few places across the snow and ice fields, and only with dogs can be found from a faint scent that is barely known to a human, let alone out in the cold, where there is nothing to smell or feel but the icy winds. Any other attempts to locate large pieces have failed, and the people seem to guard that information well. As small as these pieces are, it takes a full bucket to make but a dagger, and is somewhat transparent, but holds warm colors in the sunlight such as red, oranges and some pink, then changes to cooler ones like blues and some green.

Noxash- [Dark, life-sucking, blood] Melting point: 5400
A rare, and beautiful glass-like substance, that is thought to be some kind of crystal, or a stone. It appears to only grow in places where there is little, to no direct sunlight like caves and sometimes beneath rocky areas. Although it's beauty has attracted many nobleman, and rich collectors alike, it has long been banned, by orders by one of the kings that have ruled in Atilias's early days after the Great War.
The reason behind the ban, is it was perfected by a powerful mage, using dark magiks. The stone/crystal made it easy to enchant spells to drain energy from animals, or humans. Another use was to poison both the blood and mind, the victims of the cruel mage going mad from writhing in agony, the poison lasting for days before death.
He later became a necromancer, rising up in the darker side of magik. His weapons he spread out to any loyal follower, all with dark marks. It wasn't long before most of Severak and Deaur, even parts of Sahirla were under his hand, his name powerfully attached to his soul stealing magiks. Any weapon that bore those dark runes was very quickly known as 'Baine marks'.
At the point of fully taking over Severak and many more parts of the other lands, he vanished. Without their leader, the rouge necromancers were hunted down, mostly by those that trained in light magiks, healing and helping those that were plagued by the dark oppressors. This was the beginning of the paladins, straying away from the title battlemage, by forming a more religious order, vowing to protect against dark magiks, as the battlemages are trained for war, specializing in more destructive spells.
Obsidian-[Dark, fire, ice] Melting point: 5800
Often called 'Abyss' armor or weapons, this is fairly common, but very hard to smith. It takes a lot of heat and a very talented smith to craft these. When done right, this is one of the strongest armors, but very heavy.
Sun star- [Lightning] Melting point: 4700
A rare stone that falls to the earth only every 100 years in a meteor shower. It is a yellow orange color and it seems to glow in the dark, as well as glows in the sunlight.
Tharken- Melting point: 5900
A Dwarven mineral, that only few can smith outside the race. A rare ore, Tharken looks similar to copper, as it has a touch of red in the brown ore. It is deep underground, and usually found around where lines of magik cross with the earth. So far it is the strongest of heavy armors known to man,

AT. Great Wyrm types
For as long as the world has been known to exist, tales have been tales of the sun, and it's children.
Many consider the sun to represent the Gods, or maybe even just one, Sollen, the Deity of the sun itself and seasons. Not surprisingly he also rules over fire, but more than just flames. He is prayed to for campfires when it is cold, and prayers from blacksmiths are common for their lifestyle.
The story goes that Sollen, after making the bright sun, was tired(though as gods cannot become tired, the word was used to apply with us humans/mortals). As he lay on his creation, it being new, and not yet as stable, bled(most likely balls of fire, perhaps liquid rock that came from the sun), and as it fell to the world, it seemed to grow a kind of consciousness, knowing it needed to slow, lest it destroy life on Orthana.
So much is unclear, on how, but the flames are said to have spread out like wings, and the legs came when it was close enough to land. Many believe they had fallen into the earth so deeply, the impact caused the surrounding earth to shift move upward, flames melted all stone, and then flew back up, making the now large mountain spew flame and rock everywhere.
The earliest name for these are 'Wyrm mouths', but have been dubbed 'volcanoes', instead.
And it was from there, the smallest bits of the sun's fire of life, that the lesser wyrms, the dragons crawled out of.
The list of how many types of Great Wyrms there are is short, and can only list of what we mortals know about them, sadly, most thanks to the last dying words of those that have ventured too close inside one's territory.

Great Wyrms:

Mountain- As the name implies, these Wyrms make their homes in the mountains, mostly where it is risky for one to climb. They are relatively safe there, the only reasonable threat other Mountain Wyrms, fighting for a place to nest or hunt. Though more common than some others, it is still very rare to see its shadow, and makes most hide and pray it does not come further down. One can sometimes tell this Wyrm's territory is close by, from scorch marks on the ground or large boulders, the scent of sulfur, and the increased heat in the area. These blend in well, coming in shades of gray, brown and sometimes almost white in snowy areas.

Dusk- The Wyrms of night are thought to spend most their time in deep caves, someplace so far underground with darkness so thick, that not even a flame could light the way. The only food they seem to hunt are those that would also bury themselves in the ground to escape the harsh daylight, like Behemoths, who have sensitive eyes. Mostly far from any human actions, the occasional traveler seeking shelter in a cave or tunnels may be considered food. The smell of sulfur is also a good sign that this Wyrm is nearby. The walls of the cave will be hot to the touch. It seems all of these Wyrms are black, or such a deep color they appear to be black as a moonless night.

Stone/Sand- Rare occasions that those have run into Stone Wyrms, and lived, said they have spikes that they can move the earth. Instead of longer horns to fight with, they lay flat on its head, but can raise to either intimidate an opponent or preparing to strike. They move through the ground and small rocks underneath, before coming out of the ground, jaws open and snapping shut faster than one can blink. Once it has the prey under with it, there is no escape. Checking for soft areas and wide trails of the ground is a good indicator of telling one could be nearby. The best chance is to either get up on high rocks, or, surprisingly, tap the ground quickly while walking. They feel the vibrations, but have been found to only go after the rhythm of a two or four legged beat. They are dark brown, gray, sometimes almost speckled with many shades, including a dark green.

Thunder- Though this Wyrm has such few sightings, and so brief, it has only been described as a winged mountain, probably the largest of all Great Wyrms, its name was born from the deafening sound it makes. Some say it echoed out when it flaps it's giant wings, others tell it comes from its roar In the tallest places of Severak, is where the harshest winds reside. Most of the tales of the Thunder Wyrms comes from the cold Northern lands, but it has been said it flies over Deaur as well as the Southern land of Lumi Maa.
If there are sudden gusts of harsh winds, that come quickly, and slower to stop, it is told to be a Thunder Wyrm's flapping. Followed by the sound of thunder, and possibly lighting shooting in the distance, would be considered the Wyrm's passing. The scent of sulfur will be in the air, faint on the ground, and it will become stronger the higher one goes. Clouds and/of dense fog will cover up most of it, save for the belly or back legs. No one truly seems to know the colors of this elusive beast, but have thought a blue-gray, or maybe even color changing scales to hide in the clouds or fogs that follows it around.
Snow Wyrms- Ranging from the size of a Mountain Wyrm, to a large bull, these live in the icy lands of Severak and presumably Lumi Maa. White or a pale light blue, they can hide on the tallest mountains with ease, perched for hours until a meal comes along. Despite their cousins being more accustomed to warmer climates, the Snow Wyrms are perfectly at home among the ice and frigid winds. None are sure how these came into being from the sun, but they do not breathe fire. They instead can shoot out such a cold 'smoke', that it will freeze anything even before it reaches the target. It spreads fast and wide, and leaves little to no chance of escape.
Another deadly move is a thick jelly-like substance that it spits out, light blue, if it hits an animal or person it will freeze the body or limb and they will be unable to move it. Covered in spines that can flatten, it will often use its tail to throw snow, dirt and rocks if it is defending the nest.
Sea Wyrms- Having the most deadly bite, these great beasts move through even the most turbulent the waters like a red hot blade cuts butter. Aside from the Sand Wyrms, this is the only other Wyrm that has no wings, instead large fins protrude from the body. From blues to greens, even purples, these are just a few colors they come in, and sometimes multiple all at once. From studying the sightings, they seem to almost change the colors to fit into the different waters, and in the sunlight their scales shimmer like stars at night.
Sea Wyrms also have deadly poison they can create through several teeth and it paralyzes prey on contact. Combined with this and their sheer size that can easily dwarf a Thunder Wyrm, they mostly feast on whales and sharks. Deep below, with partly mages helping, and partly the few surviving sailors, there have been reports of a light in the dark waters that draws them in. But such reports are often sketchy, much of it believed to be nothing more than hunger and thirst fogging the mind.


The flames or poison and ice each Wyrm lets out can melt one's armor in seconds, and reduce a forest to ash. Their scales are also an amazing strength, as no arrows can scratch it, lest leave a mark noticeable. As metal itself, no known sword can puncture through, and even the strongest runes and other magiks do not phase them.
Such little information does not satisfy scholars hunger for knowledge. And though it is a deadly search, there are many who will risk their lives to expose more of these powerful beasts.
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AU. Sports
Archery- Even the lowest class of men are required to learn archery, not for just their own protection, but it was passed by law, and the citizens of Deaur are required to do what they are able to protect their governors and King. Archery is by far the biggest competitive sport, next to horse racing. A man or woman's aim in these contests can determine one's status among the people and earn respect.
In some, he can even move up by winning coin or cattle. If they are good enough, they may end up becoming nobility themselves, but it is rare.
Wrestling- This has been one of the oldest sports, testing a man's strength and balance, sometimes in harsh conditions. These are important tests for many, as this too, can lead to coin and other prizes that are valuable.
Racing- Nobles and royalty in the past were the only ones to participate in horse racing, but after the War, The King made it more widely public. Middle and lower class men were allowed to bet on horses and participate in separate races themselves. Most workmen or farmers make their own rules on how to win, like whose horse can plow the fastest, or can pull wagons along the grasslands around obstacles.
The higher races are reserved for nobility, who either race their own horses, or hire servants to race for them, and either bet coin or other property they have available. A few in the past have been able to win entire homes, that the nobles do not use anymore, though small, they can help the status of the person.
Ball throw- For this sport, it takes great strength to toss the ball as far away as you can, while staying in the boundaries. The ball is iron, attached to a chain, and men only have about six to ten feet of width they must throw it in. This sport is mostly about winning coin, or proving themselves to another man. It is the poor man's sport, as it take betting to win anything much here. Mostly blacksmiths and farmers congregate for this contest, either to bet or try themselves.
Hunting- The favorite of nobles and royalty is a bear hunt. They start off by sound the horn, and the lead mounts his horse who is often trained to attack the bear. Many use hounds, but to truly test a man's skill is to track the animal himself. By foot or horseback, the hunt is a kind of 'rite of passage' for many young boys, and is very important what they learn on the hunt to the rest of their time becoming a man. Though the hunt is vital to most, by law they are required to respect the animal after it falls.
Killing the bear is the either the sons, or highest servant's job, and they celebrate with a feast, eating the hunted animal. This hunt can include foxes, deer, elk or any prey animal. But the bigger the prize animal, the bigger the danger is.
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AV. Horse Breeds
= Deaur=
Palffer- These are good, strong horses that are commonly found on farms. They have a good combination of strength and speed that allows them to pull plows with relative ease. They come in: White, black, browns, and grays.
Ranc- These horses are the runners, often seen as the 'Noble's horse', and often used in private races. They are skinny for a horse, but strong enough to carry a rider, though the smaller the racer, the better chance they have of winning. They come in: White, black, browns and grays. Many are bred for a combination of different colors, like the gray silver with a tone of soft brown.
Dye Coats- Or Stanch horses. They took a great deal of training before they could be ridden, and are wonderful at escaping. These are tall horses, and excel at running and jumping. They were the favorites of the Wild Elves long before the Great War, before humans took much of their forest to make weapons and rebuild homes. Once they were touch by humans, the Wild ones were no longer ridden by the elves once tame by men. They come in: Variations of black, browns, cream, and white. They are never one solid color, always in a scattered mix of two or three colors at once.

=Sahirla=
Vale- These horses are a beautiful sight as they are either light or pale in color, with a white or light grey mane and tail. They are bred for royalty and nobles, are fast runners, often trained to fight along with its rider. They are often called 'Golden coats' in Deaur, and are highly prized with many Noble families. They come in: Pale Gray, brown, creams, and a yellow tint with white. Once in a while, there will be a rare shade of gold or silver in their coats, and are considered holy in some places.
Athene- Black as night, these horses have long manes and tails, with long feathering on their hooves and legs. These are specifically for royalty, reserved for them family to ride. They are graceful runners, strong and quick on their feet. Also called 'Devil's or Shadow horse'. They come in: Only black.
Tarpni- Horses with great stamina and very athletic. They are ridden in the sands of Sahirla often and are the most commonly found horses there. They can go through a couple days with little water, but must drink their fill by the second day's end. They come in: Dark browns, dark cream and black.

=Severak=
Druff- Strong, large horses and excellent stamina, they are bred to stand the cold weather, with thick fur, and to carry a heavy load(rider plus weapons). What they lack in speed is far from made up with strength, and can pulls plows through the cold hard ground or push through thick snow. They come in: Dark cream, browns, black and grays. Many are some combinations of these colors, like black with gray spots or brown with black.
Lor'vaesn- Named after the Elven words for 'holy being', the horses that breed with the scarce unicorn sometimes breeds with other horses as their own species are rare, are extreme colors and only a few have been able to catch one.  Though their colors are rare as the unicorns, and are always extremely light shades. They come in soft colors of: Purple, gold, silver, red, blue, and a pure white.
Slep- Tall and bulky, this breed of Druff with Stanch to make this horse a force to be reckoned with. They have a shorter mane and tail, feathering on the hooves and a thick coat. They were bred for the nobles before the Great War, then became famous war mounts during the  fifty yearlong battle. They come in soft colors of: Grays, browns, black, and dark cream.

AW. Monks
God Priests-  These monks are most commonly found in abbeys where the Order dwells, since they both serve the Gods. Their grey and copper robes make them stand out from others.
Mursic- Also called Magisists monks, they study their entire lives of destructive runes. The elders are called 'Arlins', and they keep order within their secretive practices. In times of war tough, they have been called on to serve the King, but have always cloaked themselves in black with red hems.
Faelior Monks-  These are peaceful monks, that are rarely seen or even spoke of. They guard the world's tallest tree, a gift from the Gods, from any harm. The roots hold the monks homes, and they lead a simple life of almost constant bliss from the energy that the High Seraphs give off.
Valae-  A group of monks that, like the Mursic, study in secret. But as their brother study destructive runes, the Valae study healing runes and are cloaked in white robes with green hems.


AX. Lemoth
A dark cult of Necromancers that were Bain Farwell's most loyal followers. The Lemoth were the only ones known to summon the true Demonic Lords, called Malum. Said to be the Gods of the Demonic realms. Though were believed to have been killed along with their master. Not much else is known, save for they may still be on Orthana today...

AY. Plants/Herbs
Many plants can be used in many ways, be it magik or cooking, even in enchanting. It is believed that several plants contain what is commonly called magik 'dew drops'. Whether the plants draw the magik essence into themselves or it is spread by beasts, no one knows.

Fae Berries- = Perennial= Grown on a bush, these tiny  dark pink berries are the size of a pinky fingernail. The bush though is covered in sticky spikes that can catch on clothing and skin very easily. The leaves are spiky and look much like a double-sided saw blade. The bush can grow up to five feet tall, the best way to usually gather the berries are to wait until they drop off, or use magik. The berries are good in powder form for spells, like summoning, as many creatures are drawn to the sweet scent.
The berries aren't as common as others, only growing in forests where the Fae are present. Faeries and Pixies are usually the only ones that know how to grow them, other than them, there are very few that can cultivate this bush.
Bay Bloom- = Perennial = This flower grows on a long stem with small oval shaped leaves on the sides. The petals are a pale yellow and curve downward, exposing the long ovule with spiky seeds.
They grow in sandy areas, most of the time where the land meets the ocean. This flower is used in potions that help amplify healing magiks. Also used are oils from the leaves, helping with high fevers in cold water.
Weeping Moon Lily- =Annual= On a long and thick, curvy  pale stem, it almost appears to be an upside-down cal lily, the petals a pure white. It likes to grow several thick roots, staking it's claim in the ground, and can suck most of the nutrients from surrounding plants, leaving them exposed in most places. The tiny seeds can be found inside the petals, and are a pale yellow color.
This is the favorite flower of the last Queen of Nevyah, this rare beauty only opens upside-down in full moonlight. When it is closed, it looks like an ugly black weed, but it takes on an almost eerie glow in the darkness. The Petals of this flower are said to be able to make any healing potion much more effective, and is used often to heal all types of wounds. Oil from the petals also help with wounds but also those with problems of breathing.
Mauve Fin- = Perennial = A dark purple flower that only grows high in the mountains. A unique plant, it has only two wide petals holding the pouch where the seeds are kept, with black thin stripes down toward the stem. The stem is dark green, and the leaves are long, slightly curvy, and covered in soft fuzz. The flower is a common ingredient for love potions, or even the opposite effect. It has properties that affect the body differently, like giving off a calm feeling or feelings of hate.
Using oil from the petals can also be used as a powerful perfume, mixed with carrying oils and other scents.
Glass Web- =Annual= An exceedingly rare flower, this one has a short white stem, and grows in small bunches, looking like a rug of white when they are still buds. Its petals began to grow out white, but it loses its opaque as the petals grow larger. They are then transparent enough to see through what seems like cracked glass, but the delicate lines look like webs a spider has spun.
These little flowers are unique in ways that, handled different ways, they have different effects. When boiled, the petals grow to a dull ivory shade, and dry almost clear, like glass. The wet petals can be mashed into a paste that both smoothes skin and seals open wounds like glue. If dried, they are used in potions for enhancing one's stamina since it targets the muscles and gives off extra energy for a short time.
Toxic Kiss- = Perennial = This flower's middle looks like an orange ameba, and the deep red petals spread out from it. It has large leaves on the sides that are sweet, but deadly. The petals also contain a kind of venom that can leave one paralyzed, attacking the lungs and the heart. It is common in forests where there is lots of water, like a lake. It grows in both summer and autumn, but is fragile and mostly ineffective in the cold. Many  healers use ice and cold for treatments.
Cures can also be found in very tiny amounts of water with oil from the entire plant.
Rime Fern- = Perennial = A fern with large fiddleheads and soft leaves, this plant grows up to six feet tall, and is used mostly in salves for sore muscles. This plant is unique because it can survive snow and the harsh winds of winter.
Dragon Tongue- =Annual= A shrub that blooms only  bright blue flowers in the early spring, this plant can be found out in the open fields, needing full sun. The leaves are long and sharp at the ends, the tiny flowers are simply round petals with thin stems.
Used in both cooking and medicine, the flowers give a light fruity taste, often used in salads or in potions to make them taste better, the leaves dried and crushed for ill stomachs. Oils will help a person's sore throat.
Veiled Fruit- = Perennial = Both a flower and fruit, the Veiled Fruit is a round bud the size of an apple with bright green petals surrounding the small fruit inside. Several anthers stick out of the tiny opening on top, and gives out a scent of rotting fruit. It grows around warm areas, close to Sahirla, and in little patches of oval leaves. Inside the fruit is smooth and oval shaped, is used in cooking and eating it is said to ward off dark spirits. The dried flower petals are often use in Sahirla for ceremonies for Royalty, but they are also edible when steamed.
Water Tick- = Perennial= Found in the ocean, the Water Tick is a plant that can both cause and cure poison. It looks like a large fat tick bug, round and with three legs on each side. It grows on top of a type of seaweed that grows out long leaves that are connected to each other.
It is also covered in tiny spines that release a toxin onto anything that tried to eat it.
Candle Root- This root grows mostly in caves or places where there is a lot of shade. It is named so by the little 'buds' that are visible above the ground. Short thin stems with little pointed oval buds that look like green flames. The root resembles a carrot, but is dark brown when ready to eat, and turns dark red when it rots.
It can also be used in cooking and is known to help with headaches. In other uses include: Burns, minor cuts and even tooth aches.
Willow Cone- =Annual= The Cone looks like two crescent moons back to back with a short brown stem on top, and is somewhat shaped like a pinecone, but with small oval and round seeds. The Willow Cone is often used for increased luck in anything, like taking chances in games, a lover, or battle. Many believe the seeds are perfect ground up for incense, and mixed with oils, can provide a kind of high that it said to take one's mind to a state of complete peace. The tree it comes from is believed to hold great magik in itself, like the bark.
Many staves are taken from this tree, but only given to either older mages, or those that have some leadership in the schools. The tree had hundreds of long feathery leaves on thin braches that hang downward.
Cow Udder This odd looking mass of fungi can be found in swampy areas, and is used for its numbing effect often. Healers use it to numb the skin or the wound itself, before sewing it up.
Fire Angel Most of the time used to purify the air, this flower is also edible and adds a spicy flavor to dishes.

Apart from alchemy and cooking, there are plants that help people in other ways, like turning certain plants into clothing to wear. Listed below are some that people have found both to help them with the elements and can be made cheaply.

Wooly Giant- = Perennial = This plant grows nearby streams and can get up to twenty to fifty feet tall. It looks like a tree with soft large blades of grass, bending slightly downward to a long stem, that has tiny yellow flowers on it. The little blooms have cooking and tea use, and it blooms from early Spring to midsummer, and also used to make dried decorations in the home.
The leaves are three feet long, and can be harvested as soon as they turn a light green, and they can grow back quickly. Many weavers and other seamstresses cultivate these in their own gardens or fields, to make a good cloth. This Wooly Giant is cheaply made, but a favorite of farmers and other workers such as miners and servants. The cloth woven from the tiny fibers is fairly durable, soft, and a bit water resistant for sweat. Though it is more of a commoner's working fabric, many others use it under either armor or finer clothing to keep from rubbing on their skin. The tree is named for the large leaves mainly, that have a soft fuzz all over them, like peaches. They can stick to the skin and cause itchiness, so workers always wash and scrape the fuzz off.
Stone Aspen- = Perennial = A tree that resembles the traditional aspen, this tree has a pale brown bark, and is harder than the others, like Ash, Birch and Box elder. This unique tree is favored for making arrow shafts, wooden hilts of blades and Door breaching rams. It can reach up to more then forty feet high.

AZ. Mage Weavers
Like Mage Smiths, these can enchant items, but clothing. These are just as few as Mage Smiths, if not rarer, as it takes great skill and patience. The more common ones are Stitchers, who do simple needlepoint, stitching the runes into the cloth with threads. Though not as powerful, protective runes are always needed, like with the Royal Guard, the Battlemages.
Like with the metals for smithing, the cloth must be of a certain quality. Too thin and the runes can tear easily, making them ineffective. Even dyed, sometimes the color can bleed into the runes, and make them less effective.
Those born into the Royal family, especially the first born are often swaddled in cloth with runes to protect from danger and/or illness. Battlemages also have these runes either stitched or woven into fabrics to help protect or amplify their magiks.
Cotton: Durable, but less so than linen. Water absorption is high, and it can tend to shrink a little, but it is very breathable, and a favorite of low to mid class.
Linen: Highly absorbent, from water to sweat, but can conduct heat when it is cold outside, and stay cool to the touch in warmer weather. It is also durable, more so than cotton up to 3 times. Many monks and Priests wear this as they go about praying and other duties. Including Nobles, mid to high class can afford this fabric.
Wool: Though less durable than cotton, it breathes extremely well, and keeps one warm in the coldest weather. Wool comes in many forms, from sheep to rabbits, most all classes of citizens wear this, even though the quality depends on how much coin one is willing to spend.
Silk: The best in durability, and able to absorb moisture makes it perfect for either Royalty, the rich Nobility, or the Battlemage to wear. It is cool to the touch, and warm in colder air, and also dyes very well. This has it at the highest price and only the upper classes can afford it.
Silk also washes easily and is the best in able to take to runes being woven or stitched in.
PART 2.

Definitely going to add more later! More parts to come...
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