& help *============================================================================* A E T H E R N E W S -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will help you gain a better understanding of this world, its people, and their customs. Please read each one carefully, and if you have any questions, contact a member of the staff. Thank you. SUMMARY: GENERAL: GROUPS: MISC: Theme Applications Atlanteans Building Setting Characters Empyreans Consent History Features Sylvans Hints Timeline Magic Varati Policies Pantheon Occupations Mixed Credits Bestiary Stats Factions Index To read a section, simply type, "news ." For example, to read about the theme, type, "news theme." Also see "+terms" and "+help," or view our web page at: http://aether.mux.net. E-mail staff at: aether@mux.net. *============================================================================* & theme *============================================================================* GENERAL NEWS: THEME PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- As a general overview, the theme is fantasy, set in a world populated by four main races. Each is based on one of the four classical elements, the elements of earth, air, fire, and water, and the theory is that these races provided us with our mythology and folklore. The ocean-dwelling Atlanteans gave us stories of mer-folk, selkies, naiads and sirens; the forest-roaming Sylvans explain the tales of the Fae, the elves and spirits of the woods; the Varati gave us the basis for trolls, dragons, and demons; and the Empyreans became our sun-gods, our storm-bringers, and our angels. Mythology and magic run rampant through the world of Aether, and so do varied cultures of our own world. In the Empyreans, echoes of the great Greek and Roman cultures leave their indelible mark. The Varati are rich with the flavors of India and the Middle East. Sylvans embody the natural spirit of Native Americans, and Atlanteans draw from the most basic fundamentals of true Utopia. The world of Aether is Copyright 2004 by Astra Poyser and the theme is used in this game by permission from the creator. Please see "news copyright" for more information. See "news theme2" *============================================================================* & theme2 *============================================================================* GENERAL NEWS: THEME PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The main setting is an area of the world that has recently seen hard times. Parnassus, a part of the Empyrean nation, was nearly destroyed over twenty years ago in the most recent war between the Empyreans and the Varati. It is the pride of Parnassus that as close to annihilation as they came, they remained the only Empyrean city that successfully repelled Varati attacks. It was a Pyrrhic victory, as the Empyre as a whole finally gave way to Varati aggression. As victor, the Varati God-King, Khalid Atar, required that as Parnassus was rebuilt it would be welcoming to his people and in fact would become half-Varati. The experiment failed. The city divided upon itself, and while the Varati have stayed in the area, they have created their own city across the river from Parnassus and named it Irha-Esh. As a city-state surrounded by Empyrean lands, it exists in a precarious position, but the threat of violence from across the nearby Varati border keeps it relatively safe. The past twenty years have been a time of healing and growth, and of cooperation between the races. While the Varati and Empyreans still look across the river in distrust, the Sylvans have come into the area and made treaties to trade their magic in return for use of the land. As well, the Atlanteans have been drawn to the area by trade and the need for diplomacy between the races. See "news theme3" *============================================================================* & theme3 *============================================================================* GENERAL NEWS: THEME PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Before embarking on your virtual journey, you must create a character, choose a race, a background, perhaps an affiliation, and decide whether or not your character will have any affinity for magic. The following news files are especially important in making those decisions, though we recommend that you read all of them to familiarize yourself with this world: Characters Magic Mongrels Occupations Atlanteans Empyreans Sylvans Varati We also urge you to use the "+terms" files as well, which give concise definitions on many of this world's inhabitants, territories, and materials, and "+help," which explains various game-specific commands. *============================================================================* & setting *============================================================================* GENERAL NEWS: SETTING PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The world of Aether is not unlike our own, though it is untainted by the ravages of technology and pollution. Imagine instead our Earth of about five hundred years ago, when the New World was first discovered and stories of a veritable Eden filtered back to lure men and women overseas in search of gold, freedom, or a second chance. How magnificent that untouched paradise must have looked to them; with trees reaching to the sky, forests bountiful with game and resources, and vast, open plains stretching to the very horizon. Beautiful and rugged, that wilderness of half a millennium ago is not lost; its dream lives on here, nourished by magic and populated by beings of myth and legend. Aether boasts four main realms for each of its races. Though other cities and territories exist -- for this world is as vast and varied as our own -- the available areas are all relatively close together; they are convenient to the bridge known as the Pons Pactum between Parnassus and Irha-Esh, a place where all races may mingle and interact. See "news setting2" *============================================================================* & setting2 *============================================================================* GENERAL NEWS: SETTING PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Empyrean capital is Civitas Dei, a "city of the gods" that hovers in the sky through some long-ago magic. Though they have other major cities scattered across the realm, none are quite so grand as the home of their Emperor and the meeting-place of the Aegis. And not only is it the seat of their government, but their center for art, music, and literature as well. Few of their land-bound brethren have ever stepped foot in the floating city, but those that have give lavish accounts of a pristine, gleaming metropolis fashioned from white marble and dazzling enough to rival the sun itself. The underwater home of the Atlanteans is no less impressive. Legend says that Atlantis was once one of the greatest cities on Earth, a cultural Mecca of art and invention ruled by a decemvirate of ten kings. Traces of its former aboveground state still exist, for what use would a sea-dwelling race have of ornate stairways or paved roads? See "news setting3" *============================================================================* & setting3 *============================================================================* GENERAL NEWS: SETTING PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Atlantis combines the best of land and sea, and those who have visited say that it features lush, underwater gardens and splendid buildings decked with coral, pearls, and shells. Though the sea-race may roam as far as the oceans can reach, their colonies are few, and none compare to the grandeur of Atlantis. While the Empyreans claim the heavens and the Atlanteans the sea, the Varati live underground, in the fiery "heart" of the earth. Some might think their realm harsh and forbidding, alienated as it is from the light of the sun. Yet their palaces are just as grand as any above the earth's surface, if not more so. Crystals, gold, jewels, silver, copper... all these are theirs for the taking, to decorate the opulent structures they've built from metal and stone. Long ago, they discovered the secret of forging, and ever since they've been the master builders and craftsmen of this world. See "news setting4" *============================================================================* & setting4 *============================================================================* GENERAL NEWS: SETTING PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Sylvans lay claim to what is left -- the forests and fields, and their "kingdom" is the land itself. They have no grand temples or palaces save the quiet beauty of a secluded grove, or the awe-inspiring view on a windy hilltop. The Sylvans are taught to leave the earth untouched and unmarked by their presence. They take only what the land provides, and their reverence is not measured by the size or magnificence of a temple that will weather the centuries. The earth is their "house of worship" and all its creatures -- from the beasts of the air to the smallest of plants struggling for life in the forest -- are meant to be honored and respected. The last are almost always considered the least in the many nations of Aether. Mongrels and Halfbreeds, the outcasts of society, have no place of their own in its many lands. They exist on the sufferance of the 'pure' races, eking out a living where they may. An outcast's life is a hard one, but even they have been known to rise to prominence in a world where anything may happen. See "news setting5" *============================================================================* & setting5 *============================================================================* GENERAL NEWS: SETTING PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- When the Empyrean/Varati War ended, one of the stipulations of the Peace Treaty was that the two races share Parnassus, the only city that persevered against Varati attack. They agreed, but it was fairly evident that it wasn't going to be an easy thing to uphold. There were border skirmishes almost constantly, and it was clear that the treaty was not going to last very long if this continued. After considerable deliberation, the land north of the Bay was gifted to the Varati, who quickly moved to make it their own, calling their city Irha-Esh, or "City of Fire." Somewhat precariously situated, Irha-Esh is a city-state; Varati land in the midst of Empyrean Edessa. Its proximity to the Varati border to the north protects it, as there is always the threat that the Varati nation may wish to push its border south to the river. These twin cities of Parnassus and Irha-Esh are very much a major center of trade and their inhabitants reflect that. Social mores seem more relaxed, the restrictive codes of each race still in place, and yet often overlooked for the sake of profit. Invested as they are in the area, every single race has a very good reason to remain and maintain the peace. Tensions run high, and may outbreak into violence. But outright war is never good for profit. For more on these races, see "news empyrean" and "news varati" To continue, see "news setting6" *============================================================================* & setting6 *============================================================================* GENERAL NEWS: SETTING PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Sylvans were originally enticed to the Parnassus area to help in the rebuilding, or rather in the repair of the injury done to the land by the ravages of war. More than inclined to do so, many Sylvans that may not have fit with their tribe for one reason or another (too many hunters, conflicts in personality, a strong desire to see the land Healed, and a host of other reasons) gathered in the area. Ties of mutual interest forged them into a young tribe, the Mohononeo. Bound much closer to the city than many other tribes, the Mohononeo maintain lands upriver of the twin cities, but are often seen within the more settled lands. Atlanteans, too, saw much opportunity in the rebuilding of Parnassus and the founding of its sister-city in Irha-Esh. They negotiated for the island in the center of the river known to the Empyreans as the Insula Garum. The Atlanteans turned this spit of land into a small holding for their people, while also inhabiting the bay. They have a vested interest in keeping the bay accessible and have been known to dredge and maintain its waters to further trades. They are not altogether peaceful and when members of their race were illegally taken as slaves by some of the earlier residents of the area, the Atlanteans took a firm stance to protect not only their own but the Sylvans as well. For more on these races, see "news sylvan" and "news atlantean" To continue, see "news setting7" *============================================================================* & setting7 *============================================================================* GENERAL NEWS: SETTING PART 7 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- In the midst of all the claims of the various races is the Pons Pactum. Originally, the bridge was a small thing, allowing for carts to pass from Parnassus to the north side of the river to carry trade to northern Edessa. Destroyed in the war, what grew in its place bore little resemblance to the small arch that connected the southern and northern banks. Now, the Pons Pactum is a marvel in itself, almost large enough to hold a small town on its impressive breadth. Here, the "neutral " party of the Bridge Guild has gained a foothold. Comprised of all races, the Guild moderates trade on the bridge, collecting taxes and seeing them properly allocated to both the Varati and the Empyrean sides. They rigidly, and fairly, control any merchants that choose to set up shop in this profitable territory. For more on the guild, see "news bridge" Not all people fit into neat categories of race and nation. To see more information on those that may fall outside the public and accepted castes of society, please read "news mixed" and "news factions". *============================================================================* & history *============================================================================* GENERAL NEWS: HISTORY PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There was a time, long ago, when this world and our own were linked together. They still are, in fact, but the boundaries between the two are nearly impenetrable where once they had been as fragile as gossamer. Men and women passed easily from one plane to the next, and the gods and goddesses our ancestors worshiped were merely the exotic, powerful denizens of Aether. They lived among us then; some were our teachers, others our rulers, and the tales we spun of them have endured down through the centuries, colored by time and perception but still holding a ring of truth. But human beings, curious and resourceful and never quite satisfied, began searching for new truths. With the birth of a new age on Earth, and a growing emphasis on science, the old stories have started to pass from truth to fiction -- from fact to fantasy, and the "gods" and "goddesses" are now no more than myths, fairy tales, and legends. See "news history2" *============================================================================* & history2 *============================================================================* GENERAL NEWS: HISTORY PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Earth's Renaissance has seen a discovery of "the New World," major breakthrough in science and medicine, and technological advancements that have further cemented the boundaries between a world of reason and ingenuity, and one of magic. Yet that same rebirth has heralded a rekindling of interest in classical art forms and literature, hinting that the link may be weakened, but not severed. Though the two worlds are mutually exclusive and their denizens unaware of each other save through the oldest of legends, imagination is still the bridge that keeps the two linked. While traveling across the boundaries may not be possible physically, such a wall is not an obstacle for the mind. As long as the stories are told and re-told to the generations that come after us, that bridge will remain strong. Please read the histories of each race for their individual versions, or see "news timeline" for a more specific outline of the game's history. *============================================================================* & timeline *============================================================================* GENERAL NEWS: TIMELINE PART 1 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Earth and the Aether, though separate dimensions, still share a link that transcends boundaries. For this reason, twin timelines have been included in order to illustrate that correlation. Some events are drastic enough to affect both realms--like ripples in a pond; although a few Earth events have been added merely to provide a basic framework for the game's history. You will notice that the dates are different for each timeline. This is because Aether's "recorded history" began when their world split apart from Earth, roughly 4000 years ago. Since it occurred at about the same time as Earth's biblical flood, that is where both timelines begin. However, while Earth's is counting backward from 2400 to 0, with the birth of Jesus Christ (though it really occurred at about 4 B.C.), and then on up to 1500 A.D., Aether starts at 0 and continues through to 3900, with no distinction between B.C. and A.D. This may be confusing for new players, so +time has been coded in order to display both dates. See "news timeline2" *============================================================================* & timeline2 *============================================================================* GENERAL NEWS: TIMELINE PART 2 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | "Magical beings" exist on earth; | 2750 B.C. Gilgamesh, King of Uruk worshipped as gods by humans. | Worship of Tammuz, Innin, etc. No boundaries between worlds. | (NOTE: General population of | c. 2500-2000 B.C. Isis and Osiris Aether currently unaware of | cult in Egypt. Earth). | | Year One: Aether splits apart from | c. 2400 B.C. "The Great Deluge," Earth. Natural disasters plague | coincides with Epic of Gilgamesh both worlds. | and Biblical accounts. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline3" *============================================================================* & timeline3 *============================================================================* GENERAL NEWS: TIMELINE PART 3 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 400-899 Sylvans hold dominance; | c. 2000-1500 B.C. Stonehenge prominence of "nature deities" | on Earth. | | 772 Atlanteans make bid for power; | 1628 B.C. Volcanic eruption on wrest control from Sylvans. | Thera, source of Atlantis legend. | 900-1400 Empyreans begin slow | c. 1500-1000 B.C. Israelites, led by climb; provide Atlanteans with | Moses, leave Egypt and reach opposition. | Canaan. Moses receives Ten Com- | mandments on Mt. Sinai. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline4" *============================================================================* & timeline4 *============================================================================* GENERAL NEWS: TIMELINE PART 4 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 1174 Varati make presence felt; | 1226 B.C. First known eruption of skirmishes with Atlanteans. | Mount Etna. | | 1193 B.C. Destruction of Troy 1300 Atlantean power on the wane. | during Trojan War, as described | in Homer's "Iliad." | 1400-1900 Empyreans enjoy roughly | c. 1000-900 B.C. Classic paganism in 500 years of "Golden Age" began | full bloom in Greece. by reign of Zeus Jupiter; soon | achieve dominance. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline5" *============================================================================* & timeline5 *============================================================================* GENERAL NEWS: TIMELINE PART 5 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 1618 Delphi established by Magi | c. 800-700 B.C. Apollo worshipped under Apollo, who is worshipped | at Delphi. both on Aether and Earth. | | 776 B.C. First recorded Olympic | games. | 1647 "Civitas Dei;" the floating | 753 B.C. Foundation of city of city of the Empyreans, is built. | Rome. Formation of Consentes Dii. | | 1700-1800 Sylvans retreat further | from encroaching "civilization." | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline6" *============================================================================* & timeline6 *============================================================================* GENERAL NEWS: TIMELINE PART 6 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 1800-1900 Delphi gains power; city | c. 600-500 B.C. Height of influence of Haven starts to spring up | of Oracle at Delphi and its around it. Becomes independent | priestess. faction under Avatarati. | | 1936 Major battle between Varati | 464 B.C. Disastrous earthquakes at and Empyreans which has reper- | Sparta. cussions on Earth. | | 2027 Atlanteans form alliance with | 373 B.C. Earthquake submerges city Empyreans against Varati; battle | of Helice, Greece. with latter. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline7" *============================================================================* & timeline7 *============================================================================* GENERAL NEWS: TIMELINE PART 7 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 2050 Atlantean-Empyrean alliance | 350 B.C. Plato writes about legend- still strong; both flourish. | ary city of Atlantis. | 2176 Tension within Delphi; castes | 224 B.C. Earthquake topples the threaten to split apart and de- | "Colossus of Rhodes," a statue stroy the Order. | of Apollo. | | 4 B.C. Birth of Jesus Christ in 2400 Empyreal power starts to | Bethlehem. wane; strife among Consentes Dii | and Emperor. Civil war threatens. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline8" *============================================================================* & timeline8 *============================================================================* GENERAL NEWS: TIMELINE PART 8 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 2430 Last rift opened between | 30 Crucifixion of Jesus Christ; sky worlds, only to close forever. | goes dark all across the world. Empyreal emperor de-throned. | | 2479 Major battle between Varati | 79 Vesuvius erupts; destroys Pompeii and Empyreans. | and Herculaneum. | 2485 Coliseum begun within Haven. | 80 Colosseum completed in Rome. City grows and flourishes. | | 115 Antioch demolished by quake. 2500-2700 Skirmishes continue | between Varati and Empyreans. | 365 Earthquake shakes Alexandria. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline9" *============================================================================* & timeline9 *============================================================================* GENERAL NEWS: TIMELINE PART 9 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 2840 Atlantean-Empyreal alliance | 440 Town of Ys in Brittany submerged broken; Atlanteans withdraw after | by great flood. Phorcysians nearly destroyed. | | 2876 Complete civil war among | 476 Fall of Western Roman Empire. Empyreans; Emperor replaced by | "republic" under Aegis. | | 2943 With Empyreans weakened, | 543 Disastrous earthquakes shake Varati launch major strike; God- | entire world. king claims Civitas Dei. | -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline10" *============================================================================* & timeline10 *============================================================================* GENERAL NEWS: TIMELINE PART 10 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 3000-3440 "Reign of Fire;" Varati | 636 Persian fire-worshippers settle achieve dominance under reign of | in central India. deified monarch, Khalid Atar. | | 3140 Major Empyrean-Varati battle; | 740 Earthquake in Asia Minor. Empyreans defeated. Subsequent | "dark age" of the Empyre. | 950 Europe enters "Dark Ages. | 3440 Varati power on the wane. | 1040 50,000 killed in Persian quake. Clan warlords seize control while | Khalid Atar absent. | 1096-1099 First Crusade -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline11" *============================================================================* & timeline11 *============================================================================* GENERAL NEWS: TIMELINE PART 11 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 3681 Resurgence of Empyreal power; | 1281 "Divine Wind" saves Japan from reclaim Civitas Dei from Varati | Mongol hordes. control. Return of Emperor and | fall of Aegian Republic. | 1291 End of Crusades. | 3747 "Mage Wars" erupt; Delphi | 1347 Black Death devastates Europe; attempts take-over of other king- | between 1347 and 1351, approx. doms. Attack quelled by rival | 75 million die of disease. mages. Askari formed soon after. | Delphi's power and influence | 1378 Great Schism begins; lasts weakened. | until 1417. -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- See "news timeline12" *============================================================================* & timeline12 *============================================================================* GENERAL NEWS: TIMELINE PART 12 of 12 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- AETHER | EARTH | 3800 Empyreans regain dominance; | 1400 Early Renaissance period establish peace treaties with | begins. other races, save for Varati. | | 3853 Last of traitorous Clans | 1453 End of Hundred Years War destroyed by Agni-Haidar; rival | between England and France. cults within Varati nearly | defunct. | 1492 Christopher Columbus discovers | the "New World." | 3904 War between Varati kingdom | 1500 Present day. and Empyre; Varati victorious. | | 3905 Clairvoyance splits into two | separate strains of magic. | *============================================================================* & pantheon *============================================================================* PANTHEON NEWS: DEITIES PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Not only do the four main races of Aether have their own cultures and histories, but their own religions as well. The following deities are among the most important, though it is recommended that you read the "religion" sections under each race for more information. Aidoneus: The god of death and funeral rites among the Empyreans. Apollo: Empyreal god of light, healing, civilized life, and magic. Atar: Varati "god-king" of fire, warfare, and immortality. Divanus: Empyreal god of gateways, beginnings, and communication. Ferrin: The "trickster" or beast-god of the Sylvans and graisha. Graiae: Empyreal/Sylvan goddesses of the moon, seasons, and fate. Kronian: Also known as Zeus Jupiter; supreme Empyreal sky-god. Liu: Sylvan god of music, dancing, and patron of bards. See "news pantheon2" *============================================================================* & pantheon2 *============================================================================* PANTHEON NEWS: DEITIES PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Nokomis: Only one of the many names for the Sylvan "Mother goddess." Onatha: Sylvan goddess of agriculture and the harvest. Pasiphae: Atlantean goddess of the moon, tides, and the sea. Quirinus: God of warfare among the Empyreans. Sedna: Goddess of water and sea-animals among the Sylvans. Tirawa: The "Great Spirit" or sky-god of the Sylvans. Tohil: Sylvan god of the arts among the settled tribes. Tritonia: Empyreal ancestral goddess of justice, wisdom, and warfare. Tupuran: The god of death and sorcery among the Sylvans. Tyche: The Empyreal goddess of chance and good fortune. Ushas: Varati goddess of the dawn, and mother of Khalid Atar. To read about the various gods and goddesses, simply type "news ." For example, to read about Quirinus, type "news Quirinus." *============================================================================* & aidoneus *============================================================================* PANTHEON NEWS: AIDONEUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although the Empyreans have no concept of heaven or hell, they do believe in an afterlife. According to them, a person's soul is immortal--so long as their progeny continue to honor and remember them. In turn, the disembodied spirits watch over their offspring down through the generations, and a House's number of "guardian spirits" is as much a sign of wealth and prosperity as any material possessions. Aidoneus is the patron of these intangible spirits--the god of death and funeral rites. He is honored whenever there is a death in the household, so that he might help the souls of the deceased through their transition. Some- times he may be pleaded with to spare the life of a loved one, although death is not necessarily something to be feared among the Empyreans. To them, it is not an end, but merely a new stage of existence. While he is not perceived as an evil or vindictive god, he is stern and forbidding; with broad wings as dark as ash and piercing, smoke-colored eyes. Mourners wear gray robes in his honor. *============================================================================* & apollo *============================================================================* PANTHEON NEWS: APOLLO -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While the Kronian (or Zeus Jupiter) may be the most revered and powerful of the Empyreal gods, Apollo runs a close second. Like most Empyreal deities, he was once a living person who achieved godhood after his death. In life, he was known as Phoebus Apollo Acesian; and both the House of Acesius and its members are still under his protection. Like most of the oldest Houses, Acesius can trace its lineage back nearly two thousand years, to the "Golden Age" of ancient Greece. There, Apollo was worshiped at Delphi, and that is where the mage academy on Aether got its name. He was one of its original founders, and many still view him as the greatest avatar that ever lived. He was also responsible for empowering Civitas Dei so that it might float among the clouds. Before his death, he poured the last of his power into that Empyreal city, and it still floats to this day. Apollo has consequently been worshiped as the god of civilized life, magic, healing, and light. His symbol, and that of the Acesian House, is a golden disc representing the sun. *============================================================================* & atar *============================================================================* PANTHEON NEWS: ATAR PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Khalid Atar, whose name means "Never-ending Fire," is the supreme deity among the Varati. And unlike the other gods and goddesses represented here, he is not merely a personification or long-dead ancestor, but a living, breathing being. He is immortal, and is both monarch and god to his people. According to legend, Atar was the offspring of the god of light (Ashur Masad), and the goddess of dawn (see "news Ushas"). They had given him a body of flesh and blood so that he might live among his people and lead them to glory. For the Varati were not meant to dwell beneath the ground; instead the Empyreans drove them there, and only by conquering them will the Varati be able to reclaim their rightful place among the heavens. See "news Atar2" *============================================================================* & atar2 *============================================================================* PANTHEON NEWS: ATAR PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Symbolic of his true heritage as a son of Light, Atar has broad wings like those of the Empyreans. But while theirs are usually white, his are black--and will apparently remain so until the day he and his people have conquered their enemies. Once the Empyreans are defeated and the Varati have claimed supreme dominance, Atar will shed his mortal guise and become a true God of Light; powerful enough to banish all false deities. Until that day, he is still human, and his immortality must be renewed periodically. Like the mythical Phoenix, Atar undergoes a false "death" and resurrection every few hundred years. He goes into seclusion for a time, and when he returns, his vigor and youth are restored. In fact, he is even powerful enough to pass this longevity onto his most faithful of followers, in a special ritual of which only a few are privy to. Aside from his immortality, Atar also has power over flame, and is a living embodiment of its light and warmth. Therefore, fire is his symbol, and eternal flames are nourished within temples sacred to him. *============================================================================* & divanus *============================================================================* PANTHEON NEWS: DIVANUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Known as the god of gateways, communication, and beginnings, Divanus has a more obscure origin than the other Empyreal ancestor-gods. He is the only major god in their pantheon not associated with a particular House or family. Some speculate that he was never one of their ancestors at all, but is a deity in the more common sense--perhaps a holdover from some more ancient religion. But he is no less honored because of it. His dual faces often preside over entrances, arches, and grand gateways; one facing the new destination, the other viewing the previous. Considered the wisest of all Empyreal gods for his ability to see both the future and the past at once, Empyreans often seek his aid when beginning a journey, starting a business, or undertaking any new endeavor. Because of his association with gateways, he also came to represent a connection to the out- side world, as well as trade and communication. Sometimes he is also called "Deus Fidius," which means hospitality, and Empyreans often use the phrase "Fides, Fidius, Sancus" in public or private transactions, which translates as an oath of good faith and hospitality. *============================================================================* & ferrin *============================================================================* PANTHEON NEWS: FERRIN -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Alternately described as having the head of a fox, coyote, or wolf, Ferrin is a popular deity among the Sylvans. He may have existed at one point, but stories about him were embellished and expanded until it became difficult to tell truth from fiction, much like tales of Earth's Robin Hood or Davy Crockett. Even other races have spun stories about him, though all are not as flattering as Sylvan accounts. As one of the shape-shifting graisha, Ferrin is the lord of the wild and protector of all the beasts of the forest. Hunters beseech him to make their bows and spears aim true, for he is the one who decides who will go home empty-handed, and who will feast. Yet he is also a trickster-god--often out- witting his adversaries in Sylvan legends. According to one tale, he stole fire from the Varati to bring to his people, and was dubbed "Firefox" after the orange glow of the flames. But the mischievous aspects that liken him to Earth's Br'er Rabbit and Reynard the Fox are tempered by a fierce protectiveness for his domain, and one had best take care not to risk his wrath. *============================================================================* & graiae *============================================================================* PANTHEON NEWS: GRAIAE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- "The three who are one, the one who is three." The Graiae are three goddesses who personify such things as the phases of the moon, fertility, the seasons, and fate. They are also known as "the Sisters," the "Grey Women," or the Fates. Though largely Empyreal in origin, many Sylvans pay homage to them as well, because of their similarities to some of their own deities (see the news files on Nokomis, Onatha, and Sedna for more information). Based on Greek mythology, Celtic, and Druidic beliefs, some of the goddesses they resemble are Persephone, Artemis, Hecate, Demeter, Eostre, and the Morrigan. Like these legendary goddesses, they can be either nurturing or destructive, and are both respected and feared by their followers, lead by the all-female organization called the Filiae Graiae or Daughters of the Graiae. See "news Cynthia," "news Cybele," or "news Crataeis" *============================================================================* & cynthia *============================================================================* PANTHEON NEWS: GRAIAE: CYNTHIA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- She is the first; the maiden. She appears as a young woman with silver eyes and hair, clad in a dress of white doeskin and wielding a bow. She embodies spring, youth, and the crescent moon when it is waxing. Wild and carefree, she is both a huntress and a protector of all wild creatures, much like Artemis from Greek legend. She also has certain similarities to the Sylvan goddess, Sedna, such as her capricious nature and protective attitude toward wild creatures. Those who slay her beasts without good cause risk her wrath, and she is typically the avenger of wrongdoing. Her symbol is a white hawk. See "news Cybele" *============================================================================* & cybele *============================================================================* PANTHEON NEWS: GRAIAE: CYBELE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- She is the second; the mother. She can appear either as a pregnant woman or one who has recently given birth, with a child at her breast. Her hair is a deep auburn, the color of leaves in autumn ... or of dried blood. She represents fertility, harvest, and the moon when it has reached full. The Sylvans liken her to both Onatha and Nokomis from their own pantheon because of her association with nature and agriculture. Her nature is a dual one, for she can be gentle and nurturing one moment, and cold and indifferent the next. She typically assumes the role of the Judge; it is she who passes sentence upon those unfortunate enough to cross the Sisters or neglect their laws. Her symbol is an owl. See "news Crataeis" *============================================================================* & crataeis *============================================================================* PANTHEON NEWS: GRAIAE: CRATAEIS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- She is the third and last; the crone. She appears as a gaunt old woman with black hair and eyes, and a face stark as a skull's. The Sylvans some- times associate her with their goddess, Nokomis -- also called "Grandmother," for her relationship to nature and the duality of creation and destruction. To Empyreans, she symbolizes winter, death, and the waning of the moon. Some would say she is merciless, like the cruel winter storms, but she can also bring peace. She is the most feared of the three, as a bringer of death; but her touch can be gentle, and her appearance welcome, for those too heavily burdened with life and age. She is the unresting one; the one who will not stop until justice has been done. Her symbol is the raven. *============================================================================* & kronian *============================================================================* PANTHEON NEWS: KRONIAN -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- More commonly known as Zeus Jupiter, or Jove, the Kronian is the supreme god of the Empyreal pantheon, and one of their greatest emperors. He lived over two thousand years ago, and was the basis for many of Earth's tales of classical mythology. The stories have been embellished over time, and perhaps neither Earth legends nor the generously exaggerated Empyreal tales give an accurate account of the man himself, yet the legacy he left behind still endures. The House of Jove continues to reside near the top of the Empyreal noble hierarchy, and the tradition of choosing an emperor with elemental powers over the wind and storms is still practiced. Depicted as a stern, powerful-looking Empyrean, the Kronian is seen as the Father of the gods, as well as the Empyre. It was he who first brought the Empyreans to glory, and their goal is to one day reach that "Golden Age" again. His symbol is an eagle, wings outspread, with a lightning bolt gripped between its talons. *============================================================================* & liu *============================================================================* PANTHEON NEWS: LIU -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Unlike most Sylvan deities, Liu Talesinger may have been a living person at one point, whose fame reached a legendary status until he was deified by the later generations. He is the master of bards; the god of music, dancing, and storytelling. Like the mythical Muses from Greek earth-lore, he inspires musicians and tale-weavers in their craft, and a Sylvan bard might whisper a short prayer or make some offering before commencing their song. Although Sylvans make no images or icons of their deities, they do describe Liu as a young man, handsome and slender, with rust-red curls and a voice sweeter than birdsong. His music was so powerful and moving that even the beasts of the forest would stop to listen--predator and prey alike. His traditional instrument was a set of pipes, or "syrinx." His symbol is the nightingale. *============================================================================* & nokomis *============================================================================* PANTHEON NEWS: NOKOMIS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- She has had many names, some of the most common being Akna, Atira, Crataeis, Eithinoha, and Nokomis, but most Sylvans know her simply as either "Earth Mother," or "Grandmother." Of all their deities, she is probably the most important, for she is the goddess of nature, fertility, growth, and life itself. All children of the earth are her children, and she provides them with food, clothing, and resources just as any mother would. Like a mother, she should be respected, yet some of her children have forgotten where they came from and do not revere the earth. By disrupting the harmony of nature, they harm the Earth Mother, and in time she may retaliate by punishing her children. Like nature, she has two sides, and can be as unforgiving and merciless as she is generous and nurturing. The Sylvans strive to maintain the balance, and consider themselves the "caretakers" of the earth. They take nothing without giving something in return, and some of the other races might do well to follow their example. *============================================================================* & onatha *============================================================================* PANTHEON NEWS: ONATHA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although similar to the Sylvan "Mother Goddess," Nokomis, in that she is a goddess of agriculture and the harvest, Onatha maintains her own separate identity. For one thing, she is more popular among the "settled" Sylvan tribes--those tribes situated closer to the outskirts of the forest, practice farming, and live a far less nomadic existence. Onatha is the deity they beseech for fair weather and a bountiful harvest, whereas Nokomis is less a kindly benefactor and more a personified force of nature. Most Sylvan legends describe her as fair-haired and amply proportioned-- her round hips and breasts symbolizing the plentitude of nature. She is often likened to the goddess, Cybele, and Sylvans even claim that the "Graiae" of the Empyreans were originally based on a triad of three Sylvan goddesses: Sedna, Onatha, and Nokomis. *============================================================================* & pasiphae *============================================================================* PANTHEON NEWS: PASIPHAE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For a long time, the Atlanteans were a monotheistic people and worshiped a single goddess, Pasiphae. Only recently has this old religion started to waver, and Atlanteans of younger generations pay homage to the sea itself, rather than its personification. To them, water encompasses all life and binds the world and its creatures together, and their philosophy is one of unity and connection. While this theme had its roots in the worship of Pasiphae, there were other aspects of that religion that were less favorable. Like many deities, Pasiphae has a darker side, and rumors persist of a time when Atlanteans conducted sacrifices, including human, to ensure her good favor. Yet by most accounts, the practice has long since been abandoned, and only prayers and libations are offered to the mistress of the sea by her modern followers. They describe her as dark-haired, with eyes as deep and blue as the sea, and a long, serpentine tail like the mermaids of Earth-lore. *============================================================================* & quirinus *============================================================================* PANTHEON NEWS: QUIRINUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Mars Aquilla Quirinus was the first captain of the Praetorian guard, and when he was finally killed in battle, he was later deified and came to be associated with the military and warfare in general. The Empyreans worship him as a god of war, and he is especially revered by the caste he helped to create, the Praetorians. In fact, their military training still includes many of the theories and techniques he originally employed. Proud, disciplined, austere, commanding, patriotic, and a ferocious in battle, Quirinus embodies all the qualities a Praetor strives to achieve, and his symbol is a hawk swooping in for the kill, with a spear clutched between its talons. *============================================================================* & sedna *============================================================================* PANTHEON NEWS: SEDNA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Living near the ocean as they do, the Sylvans get much of their food and supplies from the sea. But between poor weather, interference from the city's fishing boats, and meager catches, this is not always an easy task. So the Sylvans turn to a higher authority--their goddess of the sea and aquatic life, Sedna. Like the sea, she can be capricious or even downright malevolent--her changeable moods explaining the sudden storms that spring up without warning. But she also has a gentler side, and can provide a Sylvan tribe with enough seafood, oil, fat, shells, bones, and hides to last the harshest winter. In an effort to stay on the willful goddess' good side, Sylvans pay homage to her through songs and stories, and always make sure to seek her favor before fishing, sailing, or bringing in their nets. *============================================================================* & tirawa *============================================================================* PANTHEON NEWS: TIRAWA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- While Nokomis presides over the earth, Tirawa's domain is the sky, and Sylvans often call him either "Sky Father," or "Great Spirit." In legend, he and Nokomis were formed out of chaos, and their coupling produced all life-- including each race, the animals of sky, earth, and water, and all vegetation. He is more remote than Nokomis, however, playing less of a part in the rearing of his "children" and preferring to watch over them from afar. But he can still be called upon for aid, and his disapproval is still something to be feared, for it causes the ominous rumbling of thunder and the torrential downpours of rain. To ease Tirawa's anger, the Sylvans will often dance and sing, for they believe this amuses and placates him, and if they are lucky, the rain will abate and the storm will pass. *============================================================================* & tohil *============================================================================* PANTHEON NEWS: TOHIL -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Like Onatha, Tohil is more popular among the "settled" Sylvan tribes, where life is a little more stable and individuals have more time to devote to the arts. It is this area that Tohil presides over, for he is the god of weaving, painting, carving, and general craftsmanship. Although Sylvans do not typically build permanent structures, they do create pottery, paintings, clothing, and other decorative items--some of which are sold or traded. Not only that, but Sylvans exchange gifts for many of their ceremonies and rituals --including births and weddings--and most of these gifts are hand-made. Tohil is the god Sylvans call upon when they wish to make a particularly beautiful or inspirational item, and talented Sylvan artists are said to be blessed by him. He is described as young and handsome, wearing finely-made clothes and carrying tools with which to carve or paint. *============================================================================* & tritonia *============================================================================* PANTHEON NEWS: TRITONIA -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Like most Empyreal deities, Tritonia was once flesh-and-blood, then deified after her death. She lived toward the end of the "Golden Age," and was one of the few women to ever have a place in the Consentes Dii -- the core of advisors to the Emperor. Famed in life for her wise counsel, in death she came to embody justice and wisdom, and still presides over trials and council meetings in spirit if not in body. Born Pallas Athena Tritonia, she rose to the head of her House; a difficult feat for a woman in a largely patriarchal society. She never married, for to do so would mean relinquishing control over House Tritonis, and now her chastity is as much admired as her wisdom. Not only that, but she managed to prove herself in warfare by leading her own soldiers into battle and coming out victorious. Since then, women have been allowed into the Praetorian caste, though surely without Tritonia's precedent the notion would be unthinkable. House Tritonis still flourishes, and both its symbol and that of its patron goddess is a gray owl -- wisdom mixed with predatory cunning. *============================================================================* & tupuran *============================================================================* PANTHEON NEWS: TUPURAN -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- To the Sylvans, both death and magic are an accepted part of life rather than something to be feared or rejected. Yet there is a mystery to them, and the god, Tupuran, embodies that mixture of wariness and allure, for he is both fearsome and benevolent; compassionate and destructive. This connection between death and magic may stem from the fact that shamans are considered "travelers" between worlds; they can traverse the realm of spirits as easily as they do the material one, and some can even see and converse with the dead. They can heal the sick, or negotiate with the spirits to spare a life. They are usually in charge of funeral rites. Also, while the primary shamans are typically female, the god of magic is male, and shamans are regarded as his priestesses, or "brides." In becoming shamans, they dedicate themselves to this god and his craft, and usually do not marry (though mating is still acceptable). Male shamans, if they are talented enough, are believed to possess part of the spirit of Tupuran, and may even be addressed by that name as a gesture of respect. *============================================================================* & tyche *============================================================================* PANTHEON NEWS: TYCHE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Though considered a minor goddess by the Empyreans, Tyche is unique in that she is popular outside that society as well. She represents luck and good fortune, and the lower and middle classes hold her in high regard. Mongrels, outcasts, rogues, merchants, traders, and travelers all pay homage to this winged deity in the hopes of gaining her favor. But luck is a capricious thing, and Tyche is no different. On a whim, she can grant wealth, prosperity, health, safety, and comfort--and on another whim, she can take it all away. Yet despite her changeable nature, her followers remain loyal, and she may be one of the most widely worshiped deities in all of Aether. Carefree and willful, Tyche is difficult to appease -- no one ever knows just what will please her. She is described as a lovely, slender young Empyrean with white wings and bright clothing; the rainbow is her symbol. *============================================================================* & ushas *============================================================================* PANTHEON NEWS: USHAS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although the Varati are, for the most part, a monotheistic people who worship Khalid Atar (see "news Atar") as both their god and king, many of them pay homage to his mother, as well. Ushas, the "Lady of the Dawn," is especially revered by Varati women to whom she is a patroness of motherhood, childbearing, fertility, and femininity. The "Ushasti," a special sect within Varati culture, keep her worship alive, and are said to practice magical and mystical arts in her name. Legend describes her as the consort of Ashur Masad, the god of the sun, and that together, they conceived Khalid Atar--a god cloaked in mortal form. Some stories say that she has been known to take on a human guise as well, and descend to the mortal plane to aid her son in times of need. She is said to be as beautiful as her namesake, although renditions of her vary from the dusky-skinned, exotic appearance of her son's people, to an ethereal creature composed of light. She is merciful, nurturing, and compassionate, yet darker tales hint that she can be as terrifying as her offspring, and will not hesitate to defend those she favors. *============================================================================* & bestiary *============================================================================* GENERAL NEWS: BESTIARY PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For the most part, the animals on Aether are the same that would be found on Earth, and the game-play area is roughly equivalent to the Atlantic coast of France. "News shapeshifting" and "news graisha" give lists of acceptable animal-forms for characters with the shapeshifting ability, but they're also a good indication of the local wildlife. As far as domesticated animals go, cattle, goats, sheep, pigs, horses, dogs, and cats are the most common. Farmlands and pastures can be found on the outskirts of civilization, and it is there that most of the agriculture takes place. Food, textiles, and supplies are traded for regularly items more difficult to obtain. But that is all part of "civilized" life. Beyond the cultivated fields and farms are the wilder countries -- the deep forests and tall, rugged mountains where the Sylvans live, and where the Varati kingdoms are said to lie. Only those familiar with the terrain dare venture into those lands, for beyond city walls, in the wilderness, survival is chancy at best. See "news bestiary2" *============================================================================* & bestiary2 *============================================================================* GENERAL NEWS: BESTIARY PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are some places where even the Sylvans dare not go -- deep in the heart of "no man's land" where mystery and magic hold sway. Tales of awesome creatures trickle back to the civilized world -- creatures twisted by magic and rumored to wield it as easily as Aether's children. Such beasts are rare, their status almost legendary. On Earth, they have been given many names. Dragons, chimaeras, sphinxes, unicorns, sea serpents, gryphons, basilisks... they have been called many things, and those foolhardy enough to go seeking them often don't live to tell the tale. These beasts are powerful and ferocious, and in their own territory, they are the true kings of the wild. See "news bestiary3" *============================================================================* & bestiary3 *============================================================================* GENERAL NEWS: BESTIARY PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- On rare occasions, such creatures are hunted, captured, and tamed. The Empyreans have managed to breed a special line of gryphons to drive their chariots and allow land-bound visitors to their city in the clouds. But the line is small, and well-protected; for obvious reasons. Should another race ever gain control of these flying beasts, the Empyre would be threatened. Therefore, Empyreans often hunt down and kill any wild gryphons that venture too close to civilization, for fear that others might get a hold of them and breed them into docility as well. The Varati also have their own unique steeds. Large, lizard-like beasts with a thick hide that protects them from a fire's heat, these animals are not unlike Earth's mythical dragons. Called "wyverns" or "firedrakes," they are as bloodthirsty as crocodiles and about as difficult to tame. See "news bestiary4" *============================================================================* & bestiary4 *============================================================================* GENERAL NEWS: BESTIARY PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- They are roughly the size of a horse, and wingless, save for the queens, of which there can be only one in an area at a given time. Though the Varati have attempted to breed more of the broad-winged queens, there is an instinctive urge within the females to destroy all rivals. To allow two or more within the same vicinity of each other is to invite a fight to the death. The Atlanteans and the Sylvans each share a special bond with many of the creatures in their surroundings, for they each possess a unique tie to their element. Yet this same bond prevents them from "taming" or "domesticating" such creatures, for imposing their wills upon another living thing is alien to both cultures. Therefore, neither race has a certain species of animal that they use as steeds or beasts of burden, though they have been known to view some animals as companions or friends (such an incident would require a score in "animal-ken"). Finally, save for the gryphons or firedrakes listed above, no "mythical" creatures can be used as pets or puppets unless approved by the admin. *============================================================================* & applications *============================================================================* GENERAL NEWS: APPLICATIONS PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Applications are necessary for playing "feature" characters, powerful magic users, Halfbreeds, "dark" Empyreans, Empyreans with magic, arch-magi, prestigious members of a faction, clan, or noble house, or basically anything above and beyond the typical starting character (they are also necessary for building, see "news building" for the details on that). An application is also required when advancing to a higher level in a skill or magical ability, or when establishing a new faction. If you have any questions, please contact a member of the staff and they will be happy to help. An application should be sent in plain ASCII text format via e-mail to aether@mux.net. If, for some reason, you are unable to use e-mail, you may @mail it to *staff, though the admin discourage this as the mail is easier to lose or overlook. Typically, the admin will reply within two days, even if it's simply an acknowledgment that they received your application. If you receive no reply, @mail a follow-up letter as a reminder. Also, it is best to retain a copy of the application for yourself as a back-up. See "news app2" *============================================================================* & app2 *============================================================================* GENERAL NEWS: APPLICATIONS PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Your application MUST have a subject that matches the format below: APPLICATION: , , , *** IT IS VERY IMPORTANT YOU FOLLOW THIS FORMAT. *** The address "aether@mux.net" gets a massive amount of email spam and all incoming mail is put through a strict filter to try and keep this down to a minimum. If you do not follow the format above, your application will probably be destroyed by spam-filters. The admin *highly* encourage new players to first make a character in our character-generation system and play him or her for a week or so, in order to get a better feel for the game. This also allows the admin to become acquainted with that player's role-play style, OOC attitude, grasp of the theme, and level of activity, enthusiasm, and maturity; all of which play a factor in the approval of applications. See "news app3" *============================================================================* & app3 *============================================================================* GENERAL NEWS: APPLICATIONS PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Near the beginning of the application, please list any characters you have played on Aether, or any references and alts you have from other games. Next, the application should include a concise history of your character and it should explain his or her drives, motives, ambitions, and personality. Outline where he or she came from, where they are going, and what their purpose is. This is especially important for characters that are considered "feature-level" (i.e. powerful, with a lot of influence and/or a prestigious position). Characters of that caliber must have a reason for being on the game--whether it's to help drive role-play, lead a faction, provide an adversary for the "powers that be," etc. Be creative, and be thorough. Also, remember that spelling and grammar *do* count, so proofread or spell-check your document before submitting it. See "news app4" *============================================================================* & app4 *============================================================================* GENERAL NEWS: APPLICATIONS PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Quality is MUCH more important than quantity. The administrative staff have no more desire to wade through a 20-page dissertation than you have to write it. While something such as quality can be difficult to define, your explanation of why points, powers or position above and beyond what is available out of Chargen is very important. The admins are looking for a strong understanding of the game, and how your character will fit into it. Be sure to devote as much attention to the character's future as his or her past. What will you try to accomplish with that character? What goals do you have in mind -- what possible routes can that character follow? Nothing is set in stone, yet you can speculate on the possibilities and hopefully gain a better idea of that character's purpose on the game. See "news app5" *============================================================================* & app5 *============================================================================* GENERAL NEWS: APPLICATIONS PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Please include the possible stats, preferably in the format of your +sheet as it can be seen on the game. Granted, they may change with the final product, but it will at least give the admins some guidelines when considering the application. Obviously, this is also necessary when the purpose of your application is to advance in levels--include what level you're trying to attain, as well as how your character is going about it. The admin may ask you to provide logs as well, between you and your teacher -- or between you and your student(s). See "news advancement" for more details. There may be cases when an admin contacts you to revise your application. Most likely they will have small suggestions to make your character fit more appropriately into the game setting in order to be approved. See "news app6" *============================================================================* & app6 *============================================================================* GENERAL NEWS: APPLICATIONS PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- After a short time of discussion, the admin will respond. Applicants for more powerful feature characters may be asked to "audition" for the part. This basically implies a brief, hypothetical scene with one or more of the admin (or features), so that they can get an idea of your role-play style. They will usually let you know within a few days after the audition whether or not you got the part. Otherwise, an admin will simply contact you and help you adjust your +sheet as necessary so you can get out into roleplay. A note in closing: all information about Aether's core of "pre-made" features is confidential. Regardless of whether or not your application is accepted, under no circumstances are you to "leak" information to other players. This rule is in place in order to protect the storyline of the game; it would be like telling someone the end of the movie before they'd seen it. Please do not spoil the surprise for other players. Another note: The admin discourage players from having more than one +vip. Please keep this in mind when you consider applying for a new character. *============================================================================* & characters *============================================================================* GENERAL NEWS: CHARACTERS PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- What is the allure to MUSHing? What is it that many of us find so appealing -- that keeps us logging in for more? Partly, it is the people we meet online; a chance to interact with others who share our interests and ideas -- a chance to express ourselves freely without the inhibitions that plague us in real life. Partly, it is mere escapism; we log in to forget about work, school, family, responsibilities -- the same way anyone does when they watch a movie or read a book or play a video game. And partly, it is the opportunity to become somebody else for a little while. While you play you are able to be someone, or something, other than who we are. That is what MUSHing allows. There are dozens of virtual worlds out there; perhaps more -- many of them based on well-known books or movies, others inspired by already-existing role-playing games, and still others with no limit but the imagination. See "news char2" *============================================================================* & char2 *============================================================================* GENERAL NEWS: CHARACTERS PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Aether is such a world; an original setting gleaned from mythology, history, and fantasy. Here, you can choose from an array of races, backgrounds, factions, occupations, and even magical abilities. There are infinite possibilities, but the important thing is to develop a character that you will enjoy playing. That's the point after all; to have fun. Yet there is more to developing a character than slapping on a @desc and popping some points into stats. A character needs a concept--a history. A past. That is what the news files are for, as well as +terms and +help. They were written for a reason: to provide as much information about Aether as possible so that players can create thematic, well-defined characters who have a place in the storyline. And while some characters, such as features, might be more integral to the main plot, even the newest player in the game has a right to act out his or her own saga. See "news char3" *============================================================================* & char3 *============================================================================* GENERAL NEWS: CHARACTERS PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- If you think about it, MUSHing is a form of improvisational writing, wherein you get to play the protagonist in your own "novel" and interact with other characters in that same story. Everyone has their own story to tell, and these stories are constantly woven in and out like threads in a tapestry in order to form a cohesive storyline that encompasses the entire game. But the story won't be much fun if you don't care about the characters in it, and especially the main one: your own. Thus, you've got to create something that is more than just a framework of stats, a description, and a concept. Your character needs personality, spirit -- a "soul." And, extensive as they are, that is not something you'll find in the news, +help, or +terms files. That is something you have to come up with on your own. Remember that the most compelling characters are ones who change and grow, just like their human counterparts. See "news char4" *============================================================================* & char4 *============================================================================* GENERAL NEWS: CHARACTERS PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- With such a variety of races, castes, and factions to choose from, it may be difficult to confine yourself to just one character. Aether has a fairly flexible "alts rule" -- players can play up to eight different characters; but no more than 3 in each race, and no relatives of other characters (unless it is just temporary). With a little mixing and matching, a player can have characters in a wide variety of factions and castes. Also, players are typically allowed only one character with extra, apped-for points, and the staff discourages players from playing more than one +vip (see "+help vips"). Finally, players can request to transfer up to 50 of a character's earned advancement points to another alt (or divide the points between several alts). But once 50 points have been transferred to any given alt, no more can be transferred to that alt without an application. Typically, this happens if a character dies or otherwise leaves the game, but players are not allowed to make alts and kill them off for the sole purpose of transferring points to another character. *============================================================================* & features *============================================================================* GENERAL NEWS: FEATURES PART 1 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Just what is a feature character? Those big, tough guys with loads of points who can squash a newbie like a bug? Characters who have been on the game for ages and hardly ever venture out of their own private domains, much less RP with the "common rabble?" Any character played by one of the admin? Let's hope not. A feature is supposed to be more than that. While we like to think that every character is important in his or her own right--after all, every character is the main protagonist in their player's story--it is true that some characters have more influence, power, or prestige. They are typically in positions of power so that they might better propel plots along. Often, they have higher stats than your average character, but not always. A feature is not a feature by virtue of points alone. There is far more that goes into the make-up of a feature character, and the following will explain what those qualities are. See "news features2" *============================================================================* & features2 *============================================================================* GENERAL NEWS: FEATURES PART 2 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- First of all, there are two types of features. The first are the kind created by the admin, whose personas, powers, and points, are determined by the staff. Thus, they are considered property of the game rather than of their players. If a player is not fulfilling his or her duties as that character, the player may be replaced by one better suited, or the character may be retired. The admin reserve the right to make those decisions. Also, the staff should be kept informed of any major changes in the character's role or personality, and approval must be given in cases of a feature's possible death. The second kind of feature is more tied into a character's position than the character itself. That is, it is a little like the Presidency. There may be some office or position that includes a fair amount of power and responsibility, and characters who manage to attain that position will enjoy its benefits, but should they neglect their duties, they may be replaced by someone more active, enthusiastic, or determined. See "news features3" *============================================================================* & features3 *============================================================================* GENERAL NEWS: FEATURES PART 3 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Average PCs can achieve "featuredom" through their own resourcefulness, yet they can also lose it if they're not careful. This allows for a more volatile, dynamic role-playing environment, for it implies that those who put in the effort and hard work will be rewarded, and those who don't will lose their prestige. Sometimes even players who *are* hardworking and active might lose their position, if another player comes along who manages to oust them through IC means. This is just one of the hazards of playing a feature. The position is what's important, not necessarily the character holding it. Both types of features have the same duties, and the following list will explain what some of those are: * Inspiring and driving role-play is the main one, and this cannot be done if a character rarely leaves his or her room, or only logs in often enough to avoid getting @nuked (inactive features will be warned by the staff, and if they continually fail to do their duties, they will either be asked to relinquish their position or step down as that character). See "news features4" *============================================================================* & features4 *============================================================================* GENERAL NEWS: FEATURES PART 4 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- * Features should be available for public RP as much as possible, and with a broad range of players rather than a select group of individuals. Granted, a character cannot RP with everyone, and circumstances may limit his or her exposure, but that doesn't mean they cannot influence events in a "behind the scenes" fashion. They should make their presence felt in one way or another. * Activity is another requirement. Certainly, real life school, work, family, and other concerns take precedence over any virtual responsibilities, but playing a feature requires some dedication to the game. After all, if one player can't fulfill their duties and stay active enough to warrant the "featuredom," another player will come along who can. If a feature doesn't log in for two weeks, with no warning to staff, then the staff reserves the right to replace him or her, or demote them from the position. See "news features5" *============================================================================* & features5 *============================================================================* GENERAL NEWS: FEATURES PART 5 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- * On a related note, if a feature's player is going through a busy period, he or she should notify the staff. A note in his or her +finger is also recommended, so that players will be aware of the situation and can use @mail to set up scenes. Mail, posts, logs (with permission from those involved), and other players are useful tools for staying informed about IC events, and features ought to utilize them. * Driving TinyPlots is another duty. Some plots are designed by the admin, while others will crop during RP. At times, there may be a "slump," and features should try to help bring the game out of the doldrums by working with staff and/or other players in creating TPs. They should not expect to have their hands held by the staff; players are given features in the hopes that they will fuel RP on their own rather than wait for others to do it. See "news features6" *============================================================================* & features6 *============================================================================* GENERAL NEWS: FEATURES PART 6 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- * The last requirement is basic knowledge of the game, which hopefully all players will learn, though news files can often get neglected. Aether is a completely new environment, and those who play pivotal roles should learn as much as they can about their surroundings. This last is especially important when applying for the role of a feature (see "news applications"). The first type of feature--those selected by the admin -- are ones which require an application, while the second kind can be achieved through activity and role-play. To see a list of prominent characters on the game use "+faction VIPS." Keep in mind that not all of them are features pre-designed by the admin; many gained their positions through hard work and dedication. But those positions come with a price -- a responsibility to the game and to other players. The admin discourage players from playing more than one VIP. See "news features7" *============================================================================* & features7 *============================================================================* GENERAL NEWS: FEATURES PART 7 of 7 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Finally, here is a quick note about expectations and consequences. If a player fails to log in as that feature/VIP at all in the period of two weeks, the character will be removed from the VIPs faction and likewise removed from play in whatever fashion the admin deem most appropriate -- he or she could be killed off, retired to some more remote location, or just simply vanish from the public eye. This is only assuming that the player has made no attempt to contact staff beforehand; if he or she leaves word about an extended absence, exceptions can be made. If a feature/VIP continues to log in, but fails to do anything significant for a space of a month; i.e. they're just logging in to check @mail but aren't role-playing to any extent, the characters will also be removed or retired, except in those instances where a player may have a good excuse for a period of inactivity, provided he or she promises to become active again when that period is up. But the admin can only grant so many second chances or extensions, and players who establish a pattern of broken promises will lose their features or VIP status. These rules may also extend to +faction leaders and rare characters such as those with certain types of magic, darkling Empyreans, and so on. *============================================================================* & magic *============================================================================* MAGIC NEWS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following news files will explain how magic is handled on the world of Aether. Please read each one carefully, and if you have any questions, don't hesitate to consult a staff member. GENERAL: TYPES: HIERARCHY: Introduction Clairvoyance Novice Power Elemental Acolyte Tapping Healing Adept Consumption Shapeshifting Magus Shaping Arch-Magus Telepathy Avatar To read a file, type "news ." For example, to read the introduction, simply type "news introduction." Also, please consult the +terms" files for concise definitions on each unfamiliar word, and "+help" for assistance with game-related commands. *============================================================================* & introduction *============================================================================* MAGIC NEWS: INTRODUCTION PART 1 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The four elements of earth, air, fire, and water are the basic components of both this world and its races. The fifth is what sets it apart from Earth; the one that infuses every living thing and gives it a special quality that we would call "magical." Ancient philosophers and scientists called this element "aether," and believed it to be a special substance that filled the upper regions of space. In a way, they were correct, for aether is what separates this world from ours, though the two are intertwined. It is an intangible force that holds this world together and flows through every living thing. It is the sum and substance of magic. Those that can tap into it and utilize it are said to have the affinity, and with training, they can learn to control their gifts. This does not require spells, enchantments, potions, or other such "arcane" means -- magic on Aether is a skill that one either has or does not -- those without the affinity can never learn it. See "news intro2" *============================================================================* & intro2 *============================================================================* MAGIC NEWS: INTRODUCTION PART 2 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- But it takes constant training, practice, and willpower to keep the magic under control, for, like everything else, magic has two sides; one that is useful and creative, and another that can be dangerous or destructive. If allowed to run its course, magic can become unpredictable, even harmful; like a fire raging out of control. When this happens, its wielder is said to have been "consumed," (this is more likely if a mage's "will" is lower than his or her magical-score). This means that they have allowed their magic to gain control, rather than the other way around. They become no more than a conduit for a power beyond their ability to master; like a dam too flimsy to hold back a flood. Such individuals are dangerous, and are typically exiled to a life of solitude where their power will harm no one but themselves. See "news intro3" *============================================================================* & intro3 *============================================================================* MAGIC NEWS: INTRODUCTION PART 3 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A "consumed" mage, if he or she is not destroyed by their magic, will eventually exceed the limits of his or her ability, and will lose the affinity altogether. This process can take years, but when it happens, the former mages are called "tapped." They can no longer wield magic, and are looked on with pity by other mages (see "news consumption"). It is possible for an extremely powerful mage -- or, more commonly, a group of them -- to "tap" another mage. This type of punishment is typically reserved for rogues who have proven to be too dangerous, and can neither be imprisoned nor killed. In these situations, if the mage is tried and found guilty, he or she will undergo a magical "torture." See "news intro4" *============================================================================* & intro4 *============================================================================* MAGIC NEWS: INTRODUCTION PART 4 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Tapping is a means of forcing consumption by bombarding the mage with more power than he or she can handle. The mages will break down the target's defenses until he or she has lost control, been "consumed," and finally "tapped" their affinity for magic altogether. Until recently, this process could take days, or even weeks, and some would say that death would have been a greater mercy. However, with the emergence of Elemental-Aether power, it has been found that those mages of sufficient ability can temporarily block another mage, or even tap them quickly (although not painlessly). Those who have been tapped, slowly or quickly, are never the same again -- physically or psychologically (see "news tapping"). See "news intro5" *============================================================================* & intro5 *============================================================================* MAGIC NEWS: INTRODUCTION PART 5 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Most races train their own mages, but there is a vaunted school in the city of Haven known as Delphi. Delphi is the pinnacle of magical learning, and most mages who travel to Haven that are not already in other training find themselves pressed into the school. Other cities are not so 'fortunate' as to have their own Delphi. In the rebuilding of Parnassus, many mages of all races were wooed to the area with the promise of their own land within the city. There they established the Castallia, named for an underground group in Haven that also taught mages outside the walls of Delphi. It has grown over time and welcomes all sorts, but is not a school as such. Rather it serves as a home and commune for mages of any race that might not be suited to training in their homeland. It has its own strict rules and guidelines of behavior, but still houses many dubious sorts, so long as they do not violate the strictures of the Castallia. See "news intro6" *============================================================================* & intro6 *============================================================================* MAGIC NEWS: INTRODUCTION PART 6 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Magic can manifest itself in a variety of different ways. The most susceptible to it are the Sylvans; they tend to be more powerful magically, but that power has a price. The stronger the magic, the harder it is to contain, and a Sylvan who has perfect control of his or her gift is rare indeed. The least susceptible are the Empyreans. Magic is extremely rare in their children, and they have tried their best to keep it concentrated in the noble bloodlines, since at one time tradition demanded that an elemental with command over the wind and storms be crowned emperor. The alternative was to scour their kingdom for a child with the affinity. Even with the advent of the Republic, it is a special mark of nobility to display magic in their bloodlines. See "news intro7" *============================================================================* & intro7 *============================================================================* MAGIC NEWS: INTRODUCTION PART 7 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A Halfbreed *without* some form of magical ability is rare, but they have even less control than the Sylvans. For this reason, and a variety of others, the offspring of interracial unions are usually exiled. See "news halfbreeds" for more information. Both the Atlanteans and Varati have a fairly equal distribution of magic among their members, though extremely powerful individuals are rare. Yet nearly every Atlantean has some level of telepathic ability, and the Varati are renowned for their feats of shaping and fire magic. So with every disadvantage, there is some compensation. See "news intro8" *============================================================================* & intro8 *============================================================================* MAGIC NEWS: INTRODUCTION PART 8 of 8 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The magical abilities themselves are varied. Usually, a child will have a stronger affinity for one type of magic over another, though it is possible to learn more than one type (this would require an application to the admin). The following is a list of each kind, and there are news files on each one. Please read them carefully, for magic is open to new players, and it is up to you to decide whether or not your character has the affinity for magical abilities. If you have any questions, please contact a member of the staff. Clairvoyance Elemental Healing Shapeshifting Shaping Telepathy To read the news files on each one, simply type "news ." Also, please read "news power" for the specifics about choosing magic in Chargen. *============================================================================* & power *============================================================================* MAGIC NEWS: POWER PART 1 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Magic is open to new players, though there are a few exceptions. Crossbreeds or "mongrels" have no affinity for magical abilities, so if you choose to play that kind of character, don't expect to choose magic as well--it isn't possible. (NOTE: Halfbreeds and "quarterbreeds" can possess magical abilities, but that power is often wild and difficult to control. Such characters must be applied for (see "news applications "). Empyreans have the least amount of magic of the four main races, and Empyreal mages must be applied for as well (again, see "news applications" for the details). See "news power2" *============================================================================* & power2 *============================================================================* MAGIC NEWS: POWER PART 2 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The Atlanteans have telepathy by default, but choosing another ability in addition to that requires a request to the staff (particularly the Atlantean admin). Atlantean characters can sink up to 40 points into their magic; either placing all 40 points into telepathy, or placing as much as 25 points into their second magic, with 15 left over for telepathy. The Varati can choose any magic (with the exception of Telepathy), with a starting magic score of up to 40, putting them at Acolyte level. Higher levels require an application to the staff. See "news power3" *============================================================================* & power3 *============================================================================* MAGIC NEWS: POWER PART 3 of 3 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- And finally, Sylvans can choose any magic to start (again, with the exception of Telepathy), and can sink up to 40 points into that ability, which would put them at Acolyte level. Sylvans tend to be wilder in their use of magic, and it is suggested that you set your Will slightly lower than your magic score accordingly (although not to the point of consumption. See 'news consumption'). As is true for most other races, choosing more than one magical ability would require an application to the staff. If you have any further questions, don't hesitate to contact a member of the staff. *============================================================================* & consumption *============================================================================* MAGIC NEWS: CONSUMPTION PART 1 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Consumption, or becoming "consumed," is a term used to describe a mage who has permanently lost control over his or her power. No longer is the mage in charge -- instead, the magic has possessed him, and will manifest itself regardless of the mage's will. To use a more modern analogy, magic is like a fire-hose; it can be useful when controlled and directed, but if the wielder *loses* control... he or she had better just try to hang on tight and wait for the flow to dry up. When this happens, the mage is said to be "tapped." Their magical "flow" has dried up and they are no longer able to wield their ability; they have lost the affinity. This state is the natural end for most consumed mages, though it may take years to occur -- unless it is achieved through force (see "news tapping"). A few, very rare mages, with exceedingly high wills, may be able to "reverse" their consumption and regain control once more. But these cases are highly unlikely, and such a character would require an application. See "news consumption2" *============================================================================* & consumption2 *============================================================================* MAGIC NEWS: CONSUMPTION PART 2 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The news files for each type of magic will explain how a loss of control might manifest itself -- such as being unable to turn one's magic *off* for shapers, so that they must avoid touching certain objects for fear of altering them. If you are interested in playing a consumed mage, you do not need the staff's permission, but remember that your character's abilities are still roughly equivalent to their level -- only in rare circumstances could they achieve a feat beyond that level (and it is best to get the staff's consent, to avoid having to retcon a scene later). The state of being consumed is dependant upon one's magic vs. their will. The higher the will, the more control they have, whereas one's magical score represents how much raw power they can access. The subsequent files will detail the correlation and percentages between will and magic more clearly. See "news consumption3" *============================================================================* & consumption3 *============================================================================* MAGIC NEWS: CONSUMPTION PART 3 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A mage's will must remain at a level near that of his or her magic score, or the magic will gain the upper hand. The risk increases the greater the difference between the two scores. A guideline for the danger is listed below. Mages with a will less than 75% of their magic score should realize that they skirt the very edge and they will be consumed should they use their power without further training. You can check your percentage by using the +cmpattr command as follows: +cmpattr =will/ (subtract this from 100%) - If your will is 95% or more of your magic score, you will remain in perfect control of your magic. See "news consumption4" *============================================================================* & consumption4 *============================================================================* MAGIC NEWS: CONSUMPTION PART 4 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- - If your will is 90-94% of your magic score, you will suffer from occasional difficulties. For example: elementals will see 'overflow' of their magic with strong emotions. Shapeshifters are likely to be caught by surprise with their changes. Shapers, Clairvoyants and Telepaths will receive unexpected impressions. - If your will is 85-90% of your magic score, you will experience wavering control. Graisha typically hover at this category. Other magic users will experience fitful and uncontrolled moments where their magic works without them willing it to. See "news consumption5" *============================================================================* & consumption5 *============================================================================* MAGIC NEWS: CONSUMPTION PART 5 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- - If your will is 75-84% of your magic score, you are starting to be in danger of consumption. Your magic is stronger than your ability to control it. The authorities are likely looking for you as you leave a trail of uncontrolled events everywhere you go. - If your will is less than 75% of your magic score, you are in constant danger of consumption. It is likely that the next time you use your power, either by design or by accident, it will consume you and forever be beyond your own control. See "news consumption6" *============================================================================* & consumption6 *============================================================================* MAGIC NEWS: CONSUMPTION PART 6 of 6 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The following chart will give you an idea of what sort of scores this system entails. The top line is the magic score. Each line below that is a percentage listing that can be used to reference what your Will score ought to be. M A G I C WILL: 5 10 15 20 25 30 35 40 45 50 60 70 80 90 100 95% 5 10 14 19 24 29 33 38 43 48 57 67 76 86 95 90% 5 9 14 18 23 27 32 36 41 45 54 63 72 81 90 85% 4 9 13 17 21 26 30 34 38 43 51 60 68 77 85 80% 4 8 12 16 20 24 28 32 36 40 48 56 64 72 80 75% 4 8 11 15 19 23 26 30 34 38 45 53 60 68 75 *============================================================================* & tapping *============================================================================* MAGIC NEWS: TAPPING PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- There are two different kinds of "tapping" -- one permanent, the other temporary. Each robs an individual of the ability to use his or her magic, and they are among the more dire punishments employed against dangerous mages. The permanent method is to "overload" a mage until his or her power expends itself and ultimately drains away. It is an arduous process; nearly as dangerous for the enactors as for the victim, and the potential for magical "backlash" and subsequent damage to the surrounding area is great. Thus, this form of punishment is only used in the most extreme cases. Aether-elementals block the power and keep it contained within the victim, while mages with the same affinity as the target augment his or her power until it rages out of control. Natural consumption can take years, but this form of "tapping" is the same process speeded up. It may take days or even weeks, and is an intensely painful and harrowing experience. Some victims never recover their sanity. See "news tapping2" *============================================================================* & tapping2 *============================================================================* MAGIC NEWS: TAPPING PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- The second form of "tapping" is more of a magical block -- it is set by an aether-elemental, and can be either partial or complete. That is, the mage in question might be able to use his or her powers to a limited extent, but the block will keep his or her full power at bay. The more powerful the aether-mage, the more powerful the block -- some will not fade for years. But eventually, the "block" will dissipate, and the mage will once again be able to use his or her full abilities. To effectively block a mage for an extended period of time, a character must possess an elemental + will that is at least twice as great as the victim's magic + will. The greater the difference in scores, the longer the block may last -- OOC negotiation with the player in question is the best means to settle on a fair length of time. *============================================================================* & novice *============================================================================* MAGIC NEWS: NOVICE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- A Novice is at the lowest end of the mage hierarchy, and usually implies a young man or woman who has just started to exhibit magical powers. They have had little or no training, and will not likely progress further unless apprenticed to either an Adept or Magus able to teach them how to use their power. Typically, a Novice will display an affinity for only one type of magic. In fact, it is fairly rare for mages other than Atlanteans to display more than one affinity. Other than Atlanteans (who hardly consider Telepathy a magic at all) those mages that do show an affinity for more than one magic earn a particular level of respect or envy from other mages as one of the Arch-magi. See "news Acolyte." *============================================================================* & acolyte *============================================================================* MAGIC NEWS: ACOLYTE -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Representing the second tier of the mage hierarchy, Acolytes are those mages who have received some training from a more powerful Adept or Magus. Though still beginners, they have learned more control over their abilities, and the more promising ones might take younger novices under their wing, to give them pointers and direction on how to improve their control. However, in most casts it takes the broader understanding of an Adept to truly guide those with a less detailed grasp of their magic. See "news Adept" *============================================================================* & adept *============================================================================* MAGIC NEWS: ADEPT -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- For most mages, this is the highest level they will ever attain, but there is no shame in it, for Adepts are quite competent mages. By this time, they are fairly proficient with their powers, and many are drawn to younger mages to train them in the use of their abilities. Recognizable mostly in their firm grasp of the uses of their magic, Adepts are recognized and respected as a learned scholar in a particular field of study. See "news Magus" *============================================================================* & magus *============================================================================* MAGIC NEWS: MAGUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Although there are six rankings in the hierarchy of mages, it is incredibly rare for a mage to pass beyond the fourth level -- that of a Magus. It takes years of training for a mage to reach this point, but the advantages are great. Highly powerful and deeply respected within most communities, a Magus is recognized everywhere by their impressive (and often frightening) control over their magic. Many of them enjoy political immunity, and are considered prized resources in any community. Attaining this level requires an application to the staff. See "news Arch-Magus" *============================================================================* & arch-magus *============================================================================* MAGIC NEWS: ARCH-MAGUS -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- This rank is a special one within the hierarchy of mages, for it is not necessarily based upon skill alone. Most mages have an affinity for only one type of magic, and it is impossible for them to learn another kind -- just as it would be impossible to teach the deaf to hear or the blind to see. But every now and then, an individual will have the affinity for two or more kinds of magic. An Arch-Magus not only wields two magics, but also wields them on a level greater than most other mages. To be accorded this title by the mage community, the arch-magus must raise one magic to the level of Magus, and a second to the level of Adept. Atlanteans that display any other magic than Telepathy are not typically accorded this rank. Most Atlanteans feel that Telepathy is nothing more than speech without words. Still, an Atlantean that has the fortitude to achieve the level of Magus in one of their abilities can claim the title if they desire. Attaining this level, either through the course of RP, or to start out, requires an application to the staff. See "news Avatar" *============================================================================* & avatar *============================================================================* MAGIC NEWS: AVATAR -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Avatars are legendary, for they seem to possess the powers of mythical gods with their control over the elements, the mind, even life and death. Perhaps it is fortunate that they are so rare -- such mages are all but extinct in the current day and age -- though the feats of previous Avatars have been immortalized through songs and stories. An Avatar is a virtuoso of magic, akin to Earth's Mozart, Michelangelo, da Vinci, and Einstein; a genius in the field. Few are known to grace the world with their terrifying presence. While it is known that avatars exist, they are not available by application or any other means. *============================================================================* & clairvoyance *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Clairvoyance is the ability to perceive matters beyond the range of ordinary perception. Individuals with this ability are unusually sensitive to their surroundings and to others, and can perceive the past, present, and future in dream-like visions or through precognitive flashes of insight. Clairvoyants often take the symbol of stylized eye that represents their ability to "see" into the past, present, and future. At one time, clairvoyance embodied two separate strains of magic that have since split into clairvoyance and aether-elemental. Clairvoyance refers to all abilities stemming from precognition, prophetic dreams, "scrying" into the past, present, and future, and astral-projection or travel. Aether- elemental embodies such abilities as sensing, shielding, or blocking magic in other individuals (see "news elemental" for details). "Overriding" another clairvoyant's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic. See "news clair2" *============================================================================* & clair2 *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 2 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: Novices are typically plagued by dreams that have the uncanny tendency of coming true. Such dreams are usually the first sign that an individual possesses clairvoyance, and children who display this trait will often be taken to an Esper to determine if they have the gift of Clairvoyance to be trained so that their dreams do not develop into nightmares. ACOLYTE: An acolyte of clairvoyance can "see" things that others are blind to, often through dreams or visions. Some say they can predict the future, but a clairvoyant Acolyte will explain that they only see the shape of "what might be," not necessarily "what will be." At this point, their precognition is not confined to dreams, and they can glimpse present and future events while awake as well as asleep. See "news clair3" *============================================================================* & clair3 *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 3 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- ADEPT: The third level of clairvoyant, can travel outside the "self" and enter an intangible, astral realm. It is the very stuff of magic and dreams, rich in symbolism, and it is an Adept's job to discern the truth from the tangled threads of illusion. If successful, they can "see" events that are currently happening -- even far away -- and have a better chance of accurately predicting the future. In some cases, the clairvoyant may also 'share' a vision by projecting it into the air about them, though its subtler aspects would be lost on non-clairvoyant viewers. The past, too, may be revealed for adept clairvoyants. With an object or individual to focus on, they may be able to perceive where that person or object has been, or what they have done. Yet clairvoyance is never 100% accurate, so their testimony in trials is not always permitted. Nevertheless, the ability is often employed in criminal investigations. See "news clair4" *============================================================================* & clair4 *============================================================================* MAGIC NEWS: CLAIRVOYANCE PART 4 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- MAGUS: A dream is never just a collection of fragmented images for a clairvoyant. It is a pathway into an astral realm outside the material world, where none of the physical rules apply. Most dreamers skirt along the edges of this realm, but at the fourth level of clairvoyance, mages can enter the very heart of it, where the physical meets the metaphysical and the natural becomes supernatural. This astral realm is not bound by time or space, and a clairvoyant Magus can see into the past, present, and future. AVATAR: This "sight" has a price. Like a dream, the images are jumbled and confusing, and a clairvoyant who spends too much time interpreting these visions runs the risk of madness. However, the rewards are great. A clairvoyant who manages to determine the shape of "what was," "what is," and "what will be," without limitations, could presumably achieve omniscience. Unfortunately, no mage has passed to the rank of Avatar and realized that potential. Yet. *============================================================================* & elemental *============================================================================* MAGIC NEWS: ELEMENTAL PART 1 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- An elemental is someone with the ability to control one of the elements that make up this world: earth, air, fire, water, or the aether itself. It is the most dangerous and destructive of magics, for it is far too easy for an elemental to lose control, and the results can be catastrophic. Elemental magic is confined to a member of that race -- that is, only an Empyrean can control the wind and storms; only Sylvans can trigger earth- quakes, etc. (any race has the potential to manipulate the aether, however). In Halfbreeds, the race-requirements do not hold, and it is one of the reasons they are the subject of such wariness, for their magic is unstable. Therefore, mages tend to be constantly on the lookout for elementals, to prevent this power from getting out of hand. "Overriding" another elemental's ability requires a comparison of will + magic vs. will + magic. The enactor's score must be at least 5% higher in order to "block" or "override" the target's magic. See "news elemental2" *============================================================================* & elemental2 *============================================================================* MAGIC NEWS: ELEMENTAL MAGICS PART 2 of 2 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- Elemental magic is far more aggressive than other types -- it is active rather than reactive. But this makes it more difficult to control. Letting the magic run unchecked risks the consumption of its wielder, and novices must learn their first important lesson: how to contain their abilities once they unleash them; or to "turn their powers off." An elemental must be concerned with remaining within the scope of their current abilities. With any use of their power there is always danger of him or her becoming consumed. Attempting anything beyond their current skill nearly guarantees that the power will grow out of hand; so while an earth-elemental, even at novice level, could conceivably trigger a sizeable earthquake, it is doubtful he or she would live through the experience. The power would consume them utterly, destroying both mind and body (see "news consumption"). There are five elemental magics: Aether, Air, Earth, Fire, Wind, Water To see more on any type, use 'news ele-' Ex: news ele-aether *============================================================================* & ele-aether *============================================================================* MAGIC NEWS: AETHER-ELEMENTAL PART 1 of 4 -=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=- NOVICE: Novices of Elemental-Aether are often known as 'Espers'. The name comes from the word "espy," meaning "to find," and that is an Espers' distinguishing ability. They are the lowest level of aether-elemental, and while their own magic is weak at that stage, they have a particular sensitivity to others with the affinity. They are able to sense an aura around anyone with magic ability, so long as they seek to see it. Those with ability to see the Aether can also manipulate it to some extent. Through it, they are able to project visible manifestations -- illusions -- although at the level of a Novice, these are small and transparent. With effort, they could create a solid-seeming illusion the size of an apple, or a key. Illusions larger than a two-foot sphere are beyond their abilities, and the casting must stay within a ten-foot radius. See "news ele-aether2" *============================================================================* & ele-aether2 *============================================================================* MAGIC NEWS: AETHER-ELEMENTAL PART 2 of 4 -=--=--=--=--