http://jinxrealm.com/jinxwiki/api.php?action=feedcontributions&user=Kyuval&feedformat=atomJinx Womb of Cosmos Wiki - User contributions [en]2024-03-29T13:44:00ZUser contributionsMediaWiki 1.34.0http://jinxrealm.com/jinxwiki/index.php?title=Elementalist&diff=116Elementalist2016-10-22T15:15:55Z<p>Kyuval: </p>
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There are Elemental savants that can wield the might of a force of nature, the whole breadth of a prime element, to do their bidding; casters of fine control to such raw, direct power that can cause their enemies to combust with just a few words and gestures, leaving nothing but immolated victims in their wake, or cause the very earth to shudder, robbing foes of focus and footing, or command wind currents of such ferocious power that each moment becomes a challenge to retain one's grasp or be abducted sky high, or even summon waves that crest above the tallest trees before crushing down to shatter everything and drown everyone.<br />
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== Elements ==<br />
Being an Elementalist requires a small spark of talent, a lot of focus, and an extraordinary amount of study, normally, as everyone attempting to understand an element must study its every aspect, internalize its very nature, perceive its every pattern.<br />
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It's not impossible for someone to seek the ways of more than one Elements, but dividing ones focus and study to forces so different - sometimes anthithetical - is very taxing to one's mind and requires exorbitant amounts of study, so few attempt to delve into more than one, perhaps two, elements.<br />
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=== Fire ===<br />
Fire is the path of devastation and he who commands the Eternal Flame is the bringer of absolute mayhem and ruination. Often called Pyromancers, those that study the element of Fire are very dangerous opponents, because the majority of their spells are both devastating to most living beings, and very difficult to avoid. Some Pyromancers thrive on an environment of open flames, and can direct all of them at once, enhancing them with raw power, condensing them in a single moment of devastating blazing fury that hungrily consumes all available fuel - whether that is alive at the moment or not - as they go out in a blaze of glory. Allies of Pyromancers that revel in the use of such spells know to give them their space, for the flames are not discerning...<br />
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=== Water ===<br />
The magic of Water grants access to a diverse collection of powers, much as the fluidity of water itself. Powerful waves can crush, strong currents can carry away, cleansing cascades can purify, and soothing streams can even heal. An Aquamancer studies control and emulation of water in all things, and bodies of water sometimes respond to his presence. Contrary to common belief, however, Aquamancers do not require the presence of natural water in order to be effective combatants. Whether called from nearby bodies of water or summoned from the very essence of the world, they can condense water into massive waves that crash upon their enemies and drag away fodder.<br />
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=== Air ===<br />
Elemental Air is an ambiguous path - amorphous, sometimes subtle and sometimes violent, sometimes invisible and sometimes perceivable from miles away. Aeromancers can be of any cut, and they can be as subtle as whisking arrows out of target or as vulgar as to pick up whole armies in a tornado. All things considered, Aeromancers often keep their real power hidden until needed, and many delight to exploit enemy weaknesses in the most efficient way available to them.<br />
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=== Earth ===<br />
Mastery of Earth is the means to slow or even stop a whole army's advance, open crevasses on the ground and bring down structures with ease, so those with a military background or intentions to join such often attempt to study it. Terramancers become resilient and resolute by the nature of their studies, and their protective powers enhance those traits even more. Although perfectly capable of tending crops and building structures of earth and stone, the overwhelming majority of Terramancers are employed by armed forces - any strategist will mention that controlling the field of battle is halfway to victory. With capabilities that can both protect against massive projectiles and reinforce structural integrity, and hurl massive projectiles and collapse structural integrity, it's a matter of course that whichever side of a siege has a Terramancer often is victorious. Few speak of the cataclysmic devastation that results when both sides have one.<br />
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== Spells ==<br />
There is no strict selection of spells for Elementalists to choose from. The elements present themselves differently to each person, and perception and understanding changes the outlook - and the outcome - of any studies. Elementalists strive to achieve an effect, and they may succeed, or come up with something relevant. Or fail spectacularly.<br />
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Several schools do have structured studies that allow for at least basic representations of some of the most common effects to be uniform in understanding, and thus the end results among their students are functionally - and visibly - identical. Experienced Etherweavers can often gleam where someone has studied by observing the effects of their spells.<br />
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=== Internalization ===<br />
Although active Ether weaving is by far the most effective way to command an element, Elementalists that delve into the art for long enough find themselves internalizing more than mere understanding of their chosen element. Pyromancers find themselves more resistant to heat, Aquamancers find their need to breath mostly suspended in water, and so on. Occasionally, such effects change them obviously as well, such as an Aeromancer's footsteps being inaudible, or a Terramancer's skin taking on the texture of stone.<br />
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Although such abilities only result in alienation from the common people, they are often a mark of respect among Etherweavers - truly venerable ones can potentially give a visage of almost a true elemental creature, and such is testament to their inner power.<br />
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=== Synthesis ===<br />
Although many Elementalists eventually attempt to dabble in more than one elemental disciplines, many find nothing but failure. Others, the most serious, devoted ones, manage to understand a second element enough to produce a few spells for it. Some consider this a different kind of trick to throw their enemies off balance, sharpen a focus, or ameliorate a weakness, but very few attempt to touch a third Element, or a fourth. It's not unheard of, especially among the eldest Etherweavers, but few have the patience and focus to understand and internalize opposing forces.<br />
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However, the combination of different elemental aspects on a single spell is the stuff of myths and fables, whispered in apprentice halls and laughed about in master laboratories. Such suggestions are nothing but frivolous, after all. But even if someone, somewhere, has, by some kind of absurd miracle, managed to create a spell that combines two elements, it is still certainly impossible - firmly in the realm of fantasy - to combine three of them. The notion itself is preposterous, and most Elementalists won't even discuss the ludicrous concept of combining at least two opposing elements. And, of course, the combination of four elements, two opposing pairs, is so unattainable that it is inconceivable.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Kaern&diff=115Kaern2016-10-04T15:56:40Z<p>Kyuval: </p>
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Kaerns are one of the five most populous hominoid mortal races. Their origins go back to the touch of {{DeityLink|Pabschakri}}'s blood on the [[Shards]], and many of their characteristics are said to be derived by the dragon. Kaerns have migrated and spread all across [[Ellevar]], and possibly farther, but prefer mountainous and dry lands that remind them of their homelands in the [[Rhaksathi Wastelands]].<br />
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== Characteristics ==<br />
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=== Physiology ===<br />
Kaerns are hominoid creatures, with complexion that varies between the color of rust and dark maroon, in mute, earthy tones, and eye colors that range from amber to dark red, or from ashen white to dark brown.<br />
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The average height for an adult Kaern male is approximately 190cm, with the adult female standing slightly shorter at 179cm. Similarly, the average body mass for an adult Kaern male is estimated in the range of 150 to 175 kg, with the adult female weighing slightly less at 120 to 140kg.<br />
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The reason behind the increased body weight of Kaerns lies in their skeletal composition and follicular structure. Both sexes of Kaerns lack hair, including body hair, entirely, and instead feature a head crest and skin sprouts - sometimes called scales - of organic stone. Their entire skeletal structure consists of the same kind of organic stone, which is three to four times as dense as bone.<br />
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Kaernian physiology is very effective at resisting the effects of heat. The average Kaern body has very little subcutaneous body fat, with the exception of areas around sprouts. Those sprouts, ranging in diameter from 2 to 15 centimeters, are excellent heat conductors; as more heat is absorbed by the sprout, more fat - a heat insulator - settles around its root. When the sprout's temperature has risen sufficiently, the fat seals its root entirely, and the whole sprout is dislodged, often slightly incandescent like a hot coal.<br />
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Kaerns do not sweat; a similar gland type is found under the skin, possibly for the efficient spread of heat towards the skin and its sprouts, but their skin is not porous. Given the internal temperature that some Kaerns may withstand, and the heat trapped in sprouts, it is not uncommon for Kaern skin to sizzle or steam on contact with liquids such as water or blood, most often observed as a result of injury.<br />
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Naturally, given their relative lack of fat and complete lack of hair, Kaerns do not handle cold climates very well. They compensate the heat loss by an unconscious adjustment to their metabolism, which increases their appetite. A well-fed Kaern can survive even the permafrost, but the relative scarcity of food in such climates drives most Kaerns to avoid cold climates altogether.<br />
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Kaerns are particularly bad swimmers, given their average body density is much higher than that of water. Their capacity for holding their breath for three to six minutes is enough for them to cross small rivers, but it is rare to see a Kaern holding a profession that requires frequent access to open sea or deep waters. However, Kaerns are not rock solid, and do not sink immediately to the bottom of any body of water - any flotation aid, such as driftwood, is sufficient to allow them to swim.<br />
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==== Age ====<br />
Kaerns typically live approximately 70-80 years, with rare cases surviving for 90. Early in their history, Kaerns often found violent death caused by their unforgiving environment, and the lack of mobility that comes with old age was not conductive to survival. With more organized societies, advances in medicine and Etheric healing, and the spread to more tame environments, the average lifespan of Kaerns has increased significantly.<br />
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Kaerns reach sexual maturity at approximately 14 years of age, although their society considers a Kaern adult at 16.<br />
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Observed at ages 55 and older, the organic stone of a Kaern begins to harden. Their sprouts become more fragile, and fractured sprouts are exceedingly sharp; as risky for self-injury those may appear, however, many older Kaerns utilize them as a very potent last-resort weapon. This hardening per internal stone structure increases the density of the skeleton as a whole, as well as limiting the range of joint motion, resulting in a net loss of agility, and often manual dexterity. Kaerns are never rendered immobile due to age hardening, but those over 80 years old are very limited in mobility.<br />
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==== Diet ====<br />
Kaerns are omnivorous, capable of consuming an extremely wide variety of plant and animal material. Some scholars point at their ability to absorb some nutrients from certain minerals as well, however, and call them "hypervorous".<br />
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Kaerns have a very efficient digestive system throughout:<br />
:- Their teeth, consisting of the same organic stone as the rest of their skeleton, are stronger than common, calcified teeth of equivalent size. This allows a greater variety of matter that can be broken down for digestion.<br />
:- Their gastric acid is more corrosive, and held at a greater temperature, than that of similar species.<br />
:- Their metabolism is highly adaptable to their circumstances, allowing efficiency in digestion without compromising the bodily functions in the absence of immediate sources of food. In a perhaps related matter, some scholars theorize that Kaerns are able to utilize ambient heat for a not-insignificant portion of accumulated energy other species rely on breathing for.<br />
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Kaern groups have adopted a wide range of diets, depending on availability and cultural restrictions and, contrary to other hominoid races, rarely seem to suffer from deficiencies based on diet alone. However, Kaerns prefer a balanced, varied diet when possible, and will not hesitate to try exotic sources of food. It is not particularly strange for a Kaern to have a pebble of some mineral stone in their mouth, like candy, although the nutritious benefits they reap from such has been often debated.<br />
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Due to the highly effective process of breaking down ingested material by their stomach, Kaerns can withstand the effects of an impressive amount of ingested toxins or similar substances - three to six times the amount that prove disruptively harmful to other hominoids. Although Kaerns are resistant to injected or otherwise applied poisons as well, a trait often attributed to their adaptable metabolism, their cultural approach to ingested toxins, particularly alcohol, makes it a much valued trait.<br />
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=== Psychology ===<br />
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Kaernian brain activity and cognitive processes do not differ significantly from those of other hominoids, and their display of sentience and sapience, as well as the average intelligence quotient per age category do not diversify enough to warrant special mention.<br />
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Although Kaernian mental and emotional state varies by personal and environmental circumstances, there are a few observable traits that are consistent enough to be considered racial traits:<br />
:- Kaerns are difficult to insult inadvertently and are slow to anger. The racial average response to upsetting stimuli is much more driven towards acceptance (including mechanisms such as laughing it off) and internalization than the baselines of the other hominoid races. However, when they are driven to anger, they seldom manage to contain their fury without at least some display of outward violence. In the best of circumstances, and situations that violence is heavily frowned upon, destruction of low-value items or outbursts against objects that cannot be damaged - such as punching a wall - are main examples of restraint. When violence is justified, Kaerns can reach a state of raw rage that is impossible to control until it has been vented.<br />
:- Kaerns are quick to follow simple directions and effective in performing simple tasks, a trait that has likely aided in the survival of the race during the frequent emergencies that their ancestral homelands present. As a generic trait, it drives the race's disposition towards effective craftsmanship and the presence of an efficient, organized military. However, Kaerns will only display such efficiency in following commands when they are issued by an individual they respect, and such respect, or the perception of it, varies. Scholars suggest that this trait used to be more universal, and the judgmental tendencies that modern Kaerns display originate from the rule of Arkos.<br />
:- Despite the immense wealth that Kaerns could accumulate through their superior craftsmanship, they seem to consider materialistic behaviors, or attachment to material possessions, transient. They value the accumulation of experiences much more than anything tangible, although that is not to say that they are ignorant of the value of goods, or easy targets for swindling or pillaging. Scholars theorize that this trait is also derived by their ancestral homelands, where a cataclysmic event could cause widespread destruction and force surviving Kaerns to rebuild.<br />
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In general, Kaerns are widely seen as rowdy - and sometimes rude - but friendly people, hard to drive to misunderstandings, and generous to a fault to those they like. Their violent outbursts are well-known, and most know how to prevent them; there is even a saying: "Do not drive a Kaern to the edge." Surprisingly, rather than causing them trouble with finding work in more demanding, physical positions, Kaerns are well received; few would risk upsetting a man that has Kaernian bodyguards.<br />
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==== Sleep ====<br />
Kaerns are typically diurnal. The average sleep requirement for an adult is around six to eight hours per day, but as much as nine or ten hours for children and elders. Sleep deprivation has few physical side-effects other than tiredness and mental fatigue, but each passing day without rest limits the capacity of Kaerns to internalize anger; in effect, they become more prone to violent outbursts.<br />
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During sleep, the metabolic functions of Kaerns typically drop sharply. They breathe very slowly, and are generally immobile. It is very difficult to wake up a sleeping Kaern without actual physical injury, although they respond to loud, low-pitch sounds or powerful vibrations with a highly agitated mental state.<br />
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== Craftsmanship ==<br />
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Kaerns are excellent craftsmen in a wide variety of fields, including metalsmithing, architecture and leatherworking. Although there is a natural predisposition for most Kaerns towards trades that relate to their environment, needs and available materials, there are many examples of traveling Kaerns that have picked up completely unknown crafts and mastered them regardless.<br />
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Kaern crafting has been known to utilize any kind of material through the ages, from the most common like stone, metal, wood, and leather, to substances like calcified bark, amber or ivory. The most interesting materials, though, are those that only Kaerns know how to make, with remarkably rare exceptions:<br />
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; '''''Kaernian Steel'''''<br />
: Although [[Umani]] and Kaern metallurgists disagree about who first invented steel, it is a widely used material nowadays. Kaernian Steel, however, is more flexible, more durable, and lighter than common steel, as well as more resistant to corrosion. Its characteristic surface patterns resembling flowing water make Kaernian Steel easily recognizable and very difficult to imitate, and is one of the reasons it's highly valued for artistic purposes, besides its more pragmatic traits. Unsurprisingly, items made of Kaernian Steel are the most traded goods by Kaerns.<br />
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; '''''Tempered Glass'''''<br />
: Treated by a process Kaerns call "Ethrenos' Touch", tempered glass is highly resistant to blunt impact and heat. The process to make it is semi-ritualistic, and apparently requires a volcanic environment, so tempered glass isn't as commonly used as its usefulness would suggest, but it is very sought after by those who seek the best they can get and have the wealth to spare. A separate process that tints the glass with color is often used to create murals or other decorations, often for artistic or religious purposes.<br />
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; '''''Hardened Crystal'''''<br />
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: Although few crystal types can undergo this process, and they are scarce due to their usage in Alchemical pursuits, Kaerns can harden them and add a degree of flexibility that prevents the crystal from shattering when its structure is challenged. Although still not sturdy enough to create armor or structural designs, hardened crystal is excellent material for lenses, or small bladed or pointed weapons, such as daggers or spears - their sharpness is compared to obsidian, but they do not blunt or shatter.<br />
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; '''''Orichalcum'''''<br />
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: One of the rarest and most highly valued materials devised by the Kaerns, the secret to its construction is known only to a few master artisans. The process apparently requires great amounts of precious metals, refined or purified to perfection, with the prime ingredient being gold. for various reasons, including the scarcity of the materials required, the usefulness of gold and other precious metals for artistic pursuits, and the inability for most that would want the material to convince a master artisan to create something for them, Orichalcum items are so rare that most people will never see one. The end result is mostly gold in hue, but rather than a uniform shine it bears a glimmering iridescence and a pattern like Kaernian Steel. Orichalcum is entirely immune to corrosion and can withstand the heat of volcanic calderas. Rumors speak of an Orichalcum sword, "Sunfire", outperforming any sword in resilience and cutting power, and outshining any work of art in design, detail, and brilliance.<br />
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; '''''Squama'''''<br />
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: A material both very common - shed by every Kaern - and particularly rare in use - there are few ways to farm it and no ways to mine it - the organic stone that Kaern sprouts are made of is a wondrous material regardless. Although Kaerns move on to more plentiful materials quickly, it's not uncommon for them to find themselves in a situation where little else is at hand. In those circumstances, Kaerns can flake off shed sprouts and settle the flakes together with heat, creating what they call Squama, a material that resembles fish or snake skin but is more durable than cured leather. Squama is somewhat personal to Kaerns, and they rarely sell or give items made of it, although exceptions exist.<br />
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A noteworthy Kaernian enterprise is alcohol brewing. The craft was only recently appropriated by Kaerns, for a few reasons. Ancient Kaerns were forced to move often due to upheavals in their regions, often of the destructive kind, and alcohol fermentation takes a long time in a relatively static environment. At the same time, Kaerns - highly resistant to the effects of alcohol - did not see the point behind the whole thing, and had dismissed it as an amusement of other races.<br />
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Ever since the experiments of Licorandi, the Brewmaster, resulted in ale that impacts Kaerns the way normal ale affects other races, the interest of other Kaerns has spiked and hasn't waned since. Kaernian alcohol, including wine, ale and spirits, ferments faster and the process is not easily disturbed. Of course, as a few early unfortunate accidents demonstrated, most other races should dilute Kaernian brews before consumption; the standard for export drinks now takes such concerns into consideration.<br />
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==== Armaments ====<br />
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Of all their craftsmanship, Kaerns are most famous for their weapons and armors; they make a lot, and they make them well, and there's never any lack of demand. Kaerns can make most weapons, for just about any need or to any specification, albeit with standard materials; special orders, such as Kaernian Steel swords, are much more expensive than the average soldier can afford.<br />
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The armaments that Kaerns prefer for themselves, however, are a somewhat different from industry standard. Due to the scarcity of wood in their ancestral homelands, and its weak relation with fire, the overwhelming majority of typical weapons Kaerns learn to use have no trace of it. Additionally, a blade can chip easily if it hits a sprout, so Kaerns rarely relied on them, doubly so when outfitted by Squama armor; blunt, bludgeoning weapons are the instruments of choice when violence is warranted. A typical melee weapon choice would be a fully metallic mace or flail, or, as a last resort, a stone club.<br />
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A more spiritual version of melee weapons of choice is the Kalavar, a precisely shaped club, approximately 160cm, traditionally made of metal or stone - usually Jade - and adorned throughout its length with protrusions resembling the Kaern's sprouts. Larger varieties exist, as well as different constructions - such as a golden body with gem protrusions - but the traditional Kalavar is much more common.<br />
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Regarding their response to ranged combat and the threat of bows, Kaerns understood early on in their history that throwing rocks can only go so far, so they improved the practice. Slings, often made of Squama, are very effective in the hands of a Kaern, more so if they use red-hot sprouts for ammunition.<br />
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In their choice of armor, Kaerns have no drawbacks from entire metallic suits - full plate armors - and those are often used in open war. Given the quality difference between Kaernian Steel and common weapons, even a single armored Kaern can be effectively unharmed by the efforts of entire units, although a single Etherweaver is often enough to deter from such attempts. Regardless, organized units of plated Kaerns are a force to be reckoned with.<br />
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More commonly, however, Kaerns are concerned with the effects of blunt impact on their armor, and they give much more attention to the padding that goes underneath. A very common armor for Kaerns without many resources is a padding of leather and an overlay of Squama. More advanced padding allows for heat dissipation, which is particularly useful for those fully encased in metal armor in hot environments.<br />
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==== Architecture ====<br />
For various reasons, including the scarcity of wood in the lands Kaerns prefer, the fragility of many construction materials - especially in relation to their average weight, and the flammability of many materials, especially by contact with shed sprouts, Kaernian architecture utilizes almost exclusively various types of stone or minerals. Excavated caves or similar underground dwellings are often a base building encountered in Kaernian lands, and free-standing stone structures are seen in more organized societies. Adornments, or rarer materials for construction - such as marble or obsidian - were not common until recent history, and usually signified a place of great importance.<br />
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Even interior decoration is often restricted to flame retardant materials, such as marble statues, clay vases, or wall-mounted metallic armaments. Most Kaerns consider decorations such as woven carpets inane, despite the skill of the construction or the art displayed.<br />
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== Demeanor ==<br />
=== Religion ===<br />
Kaernian faith is varied, but two organized religions have persisted throughout most of Kaernian history: The Red Flame, the structured religion of Pabschakri, The Fierce Red, and the more informal worship of Ethrenos often just called "forge worshiping".<br />
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==== The Red Flame ====<br />
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The Red Flame is the most organized religion among the Kaerns since before the Age of Conflict, adhered to by the overwhelming majority of the populace, and even many of the other races. There are many rituals, congregations and traditional practices, although which are considered important and which are just acknowledged depends on the community, with the exception of the Touch of the Fierce Flame, a coming-of-age ritual that most Kaerns have undergone in their lives. There are few structures used as temples, and only in great cities - The Red Flame suggests that {{DeityLink|Pabschakri}} can be found in every flame, so congregations and religious rites often take place around a bonfire.<br />
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==== Forge Worshiping ====<br />
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Forge Worshiping could barely be called a religion by most accounts, but that kind of showing devotion to {{DeityLink|Ethrenos}} is so ingrained in Kaernian culture, and its origins are so clearly spiritual in nature, that scholars accept it as a matter of fact. There are no strict rituals - the means by which a crafter attributes respect is deeply personal, and some go to greater lengths than others to signify this. There are also no temples, since every forge is considered a place of direct worship of Ethrenos, with one exception: the Basilica Foundry; a foundry, workshop and forge structured like a great temple to Ethrenos, built in the heart of a volcano, lost during the Skybreak and considered destroyed, although its legend still occasionally sprouts Temple Forges, especially for large, important projects.<br />
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==== Other faiths ====<br />
Following the usual tendency of hominoids for varied thought and belief, one can find Kaerns of any faith, although few reach fanaticism. However, a few deities have received more attention from Kaerns in recent times. {{DeityLink|Rithenil}} and the once-Kaern {{DeityLink|Xhaer}} struck a chord with many Kaerns, especially with the parallels to the [[#The reign of Arkos|reign of Arkos]]. {{DeityLink|Najarah}} has also been in more and more Kaernian prayers for a while now, ever since the founding of the [[Hollows]], and meetings with southern desert nomads.<br />
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=== Relations ===<br />
Although Kaerns mostly kept to themselves during the Age of Miracles, scholars and smiths from all the other races approached them for apprenticeship; they say most of today's crafting techniques are some variation from the archetypal techniques taught then, which came from Ethrenos himself.<br />
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The situation changed dramatically during the Age of Ashes, with Kaerns forced to nomadic wandering and unable to establish any sort of stable civilization, or even gather enough resources to stay in one place - very few interactions with the other races happened during those times, and even in the Era of Trade, Kaerns were the last to fully integrate themselves to the re-emerging trade networks.<br />
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Although the Age of Conflict brought tension to relations everywhere, it was mostly against political or geographical groups. The relations of Kaerns with other races as a whole has been steadily improving, all the way to today, where Kaerns enjoy a status resembling the one they held during the Age of Miracles - scholars and hopeful apprentices seek them out for observation and tutelage.<br />
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== History ==<br />
=== Age of Miracles ===<br />
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The early history of the Kaerns is generally considered lost, with only the most expansive of archives bearing any mention, but even then the sources for such mentions are often stories passed down the generations by word of mouth.<br />
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Most of those stories involve Ethrenos in one way or another, often having the constant need for Kaernian craftsmanship, or the impressive potential of Kaernian craftsmen, drawing the Primordial's attention until he personally - often through an avatar with a Kaern's body, or a disembodied voice sounding from the echoes of a hammer on an anvil, or sometimes even the primordial himself physically appearing through an erupting volcano - visits their best crafters and teaching them until they can create artifacts that are worthy of the Gods themselves.<br />
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That period of Kaernian history is full of legendary smiths and wondrous items, but there are very few confirmed (or, indeed, confirm-able) mentions.<br />
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=== Age of Ashes ===<br />
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Although all races lost much from the [[Skybreak]], Kaerns specifically took particularly long to recover, mostly due to the nature of their homelands and the extend of devastation following the chain eruptions of the volcanic range that housed many of them.<br />
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Although fire claimed a lot of those ancestral lands, however, paper and similar writing mediums were always rare, and scribbles on stone were not uncommon. Those few records that have been excavated now are considered relics and studied by scholars across the land.<br />
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Kaern records have the most accurate descriptions to date about the period of the Skybreak itself, including the streak of falling meteorites, the impact locations, and the changes of elemental balance on those locations, along with observed effects. Sadly, those records only include a relatively short distance from Kaernian lands, but they have helped many scholars theorize on the nature of the phenomenon, and extrapolate the effects on other lands.<br />
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A central figure in Kaernian history during those times is always Kyrirantheon, an elder master of elemental forces, and one of the invited members to the council that decided how to handle the incoming threat that would become the Skybreak.<br />
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Kaernian records is mostly ambivalent about Kyrirantheon's stance on the matter, and conflicting opinions are common, especially when cross-referencing with tales from other races, but most agree about his feats ''after'' the initial destruction.<br />
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Tales have the elder [[elementalist]] standing alone against volcanic rage, diverting lava flows, protecting against falling debris and spreading ashen clouds to allow Kaerns to breathe safely. It is uncertain how much of this is accurate, and how much is exaggeration, but it stands to reason that any master of elemental forces would be pivotal in the survival of communities nearer the sources of subsequent devastation, even if only by judging the upcoming consequences and their origin, and guiding fleeing people away from those locations.<br />
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=== Recent History ===<br />
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==== The Duel of Splitting Rocks ====<br />
One of the most important events in recent Kaernian history is the duel of Dok Rastath with the Gargantuan champion Raxegor for the sovereignty of the territory that is now the northwestern region of Kaernian lands. Blended between fact and myth, the duel itself has a lot of variations depending on the teller, with some accounts having Rexegor about triple the height of Dok Rastath.<br />
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The Duel of Splitting Rocks is a very controversial topic to examine, but it is the reason of modern Kaernian lands, the prevalence of the Kalavar - the chosen weapon of Dok Rastath, as well as the day most consider the original founding of the Dok Rastathi, the order of traditional Kaernian warriors that defend the Kaerns and their lands and rights.<br />
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==== Licorandi ====<br />
Another legend of Kaernian history is Licorandi, an unknown cobbler for most of his life, taking up brewing as a pastime after a bet with drunken Umani, whose name has not survive history, to cause Kaerns to succumb to drunken stupor. Traditionally brewed beverages, including anything from ale to wine to strong spirits, never affected Kaernian physiology, which was the reason Kaerns rarely visited alehouses or similar establishments in other lands.<br />
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Licorandi remained unknown for approximately ten years after that bet, but he never forgot it, working towards his goal whenever he had time, and spent all of his profits towards his experiments that were considered insane at the time.<br />
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Eventually, allegedly after a night spent in drunken stupor, he presented the local council with Teno Sheelot, the culmination of his ten years of efforts. Few records remain of the first tests of the concoction, but it is generally considered a wild success. Various forms and variants of Sheelot remains popular today, although the prefix "Teno" is only used for the exceedingly rare samples of the original. Although in modern times Kaerns have figured out means to make common beverages into Kaernian variants that work for them, Sheelot remains a Kaernian beverage that is highly poisonous to the other races.<br />
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Licorandi, having spent all his time, effort and money on his research, and giving away his recipe to anyone that asked without requesting compensation, dropped back into obscurity a few years later. Details about his late life have never been confirmed, although many historians suggest that he went looking into his next recipe and never found a family, eventually passing away poor and alone. His name is not forgotten, however, and connoisseurs often refer to alcoholic beverages that can affect Kaerns - whether Sheelot or variations of other races' brews - as Licors.<br />
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==== The reign of Arkos ====<br />
<div style="float: right; padding: 0px 0px 10px 10px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Ariska.jpg|600}}</div><br />
One of the darkest eras of Kaernian history starts with a hero. Arkos was a highly decorated general who had lead Kaernian forces in many victorious defenses against invading forces, especially Gargantuan ones. He reached a hero's status after the battle of river Coresar, where he outwitted and routed a force of Gargantuans six times the size of his own forces.<br />
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Given the constant pressure across most borders of Kaernian lands, during that time of strife, Arkos was quickly invited to offer advice on most governing policies. Already in command of all Kaernian military forces and their policies, this situation practically made Arkos the ruler of all Kaerns in all but name.<br />
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Although the rule of Arkos began well, with the solidification of Kaernian borders, the establishment of impenetrable fortresses on regions of strategic importance, and, impressively enough, the benevolent treatment of non-combatants, years saw change.<br />
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Arkos spent the better part of twenty years in planning and construction, married Yllesca during that time, and sired a daughter, Ariska, but also spent the better part of Kaernian resources in military pursuits. People began to grow anxious, especially since the conflicts near the borders had all but disappeared in the first couple of years, but Arkos kept directing all efforts to strengthening the military.<br />
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Eventually, dissent grew vocal after agricultural and architectural projects were stifled in favor of advanced weapon designs and siege weaponry, and riots became common. Arkos responded by bringing armed forces in the cities to quell the unrest. When confronted in a political setting, he began to order assassinations. Before long, no one dared to voice displeasure but the sporadic, disorganized remnants of a meager resistance. With no thought on anything but military force, however, famine soon set in Kaernian lands.<br />
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The reign of Arkos lasted for another two years before resistance appeared to grow more organized, better at evading armed responses and even better at foreseeing - and challenging - the plans of the military. Arkos suspected spies, and his choke hold on people grew even tighter. Many were brought to a breaking point, and Kaerns were on verge of civil war.<br />
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The continued effectiveness of the resistance at countering every oppressive military plan, Arkos grew more paranoid. Eventually, he ordered the execution of his wife Yllesca under suspicions of spying and treason. At the stage of the execution, Ariska revealed herself as part of the resistance and used her unusual, for Kaernian standards, estoc and kill Arkos after a brief but surprising duel.<br />
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Ariska went on to lead the resistance forces and most military forces that would follow her into reclaiming control of the land. Widely considered a hero and a spiritual leader, she reestablished council rule rather than assume the mantle of ruler and made provisions to expand it on a national scale. She lingered only for a year before she departed on a spiritual journey. She never returned to rule the Kaerns, although there are records that suggest she occasionally offered advice to the various councils.<br />
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=== Modern History ===<br />
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In 1745 AR, the Battle of Scarlet Sands saw Kaernian forces face kidnapped and enslaved Kaerns turned into an elite battle unit under the commands of the Desert King. Kaerns consider themselves fierce enemies of the Desert King ever since.<br />
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In 1767 AR, Kaerns receive the Stigma, a social brand that the Holy Theocracy of Mhortai assigns to the Kaerns as a whole, ranking them as inferior beings and slaves. The situation causes Kaerns to fortify their borders and generally mistrust followers of Mhortai. It lead directly to the Exodus, in 1770 AR, when Kaerns and Umani massively fled the Imperial Heartlands to evade intensifying racism and found the Hollows under the Rhaksathi Wastelands.<br />
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In 1776 AR, during the Battle of Steep Pass, after a massacre by the hands of General Nix Arcassian, and the subsequent chaos, records claim of the appearance of two divine beings in the battlefield: the Elemental Sovereign Ethrenos and the Great Red Dragon, Pabshackri, who allegedly put an end to the battle and returned to the Ether, along with a caged Xhaer and Rithenil. Details on the situation are scarce, but scholars theorize that Xhaer was unstoppable and blinded by rage, so Ethrenos crafted a cage to contain her fury while Rithenil bravely stood between her onslaught and anyone else. Theurges suggest that if this theory is correct, it is possibly what drew the attention of the Fierce Red.<br />
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In 1778 AR, the forces of the Hollows join the forces from the Mystic Woods to invade the Imperial Heartlands. In a great upset at the final siege, they conquer Ravenstar in a day generally known as the Fall of the Talon. The Kaern Rokrimor, a vagrant inventor/problem-solver is attributed as pivotal to the battles that took place in the invasion, mainly due to the Spirecaster, a ballista projectile that focuses storms and lightning strikes over the target.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Bulwark&diff=114Bulwark2016-10-02T20:04:57Z<p>Kyuval: Created page with " A Bulwark is a champion that often comprises the leadership of defensive lines. They are often heavily armored, with great shields and complementary weapons, but someone can..."</p>
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A Bulwark is a champion that often comprises the leadership of defensive lines. They are often heavily armored, with great shields and complementary weapons, but someone can be trained in such techniques without any visual resemblance to traditional bulwarks. Regardless of armaments or appearance, however, one thing is always true about them: they are the pinnacle of defense. Whether avoiding blows in single combat, standing against a charge in the field of battle, or commanding the troops of a castle while under siege, they are often ones that survive, and help others survive.<br />
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== Schools ==<br />
Bulwarks, like warriors, are champions that know a certain subset of techniques derived by the Fragment of Defense. The term is often used liberally, even if a soldier only knows a couple of techniques, as long as there's nothing more evident to characterize him as.<br />
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Although there are no standardized teachings for such techniques, there are established schools that teach many of them. Some of those schools claim better teachers, others the evolution of techniques through ages of refinement, and so on, but otherwise have few in common, other than the most basic of teachings.<br />
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=== Fidelity ===<br />
It is very difficult for an outsider to understand the techniques of fidelity. It feels less than a school of combat arts and more like a class of philosophy and manners. In truth, techniques of fidelity steel a warrior's mind and psyche against immaterial threats. The school's teachings are often veiled under tutorings of honor and valor, grace and dignity, and are in fact a good reason for the widespread behavior of knightly orders across Amelor. A beginner in the school learns of manners and poise, and understands the importance of loyalty, personal honor, and trust to comrades. A master bears an aura of majesty that commands respect or even awe. Such people are very easy to recognize in the battlefield; hope rides with them, morale rises around them, and they provide inspiration to the most downtrodden men.<br />
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=== Sentinel ===<br />
Some say that the techniques of a sentinel are the heart of a Bulwark, and not many care to contest the notion. Focusing on safeguarding others, but ensuring enough personal defense to prevent the guardian's fall, a sentinel is an expert in all things that relate to protection. Someone with a few sentinel techniques may know how to interject himself between an innocent and a blade and actually survive the process, but the majesty of a true master of the school lies in the complete lack of hesitation, and the amount of punishment he can endure without faltering.<br />
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=== Retribution ===<br />
Laymen often claim that a good offense is the best defense, and those that have trained in retributive techniques agree, as well as serve as the prime examples to the adage. Focusing primarily on defense, as usual, techniques of Retribution intend to punish those that attempt to breach such. Although this is sometimes effective in producing combat results, a casual dabbling on those techniques is more commonly used to provide deterrent; in the same way a hedgehog or a thorn bush cause would-be attackers to think twice, the average retributive technique sends that message. Those that specialize in the advanced techniques of the school, however, can often meet each and every assault with an effective counter, frequently bringing about an end to battle that finds them unharmed.<br />
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=== Shield Mastery ===<br />
For most combatants, a shield is a tool to offer adjustable defense against weapons; a must-have in the field of battle, but not as important as a good weapon. Those that practice shield mastery disagree with the notion, understanding the full extend of a shield's potential, both as a defensive implement and as a weapon. Someone with some practice in the school's techniques can be much more effective with a shield in the heat of battle, protecting both self and comrades without sacrificing offensive potential. A true shield master can defend equally well from swords, bestial fangs and even spells, some say. At the same time, not only does the use of a shield not hamper his offense, but it complements it and enhances it - few opponents imagine the shield itself to be a viable threat.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Elementalist&diff=113Elementalist2016-10-02T20:04:00Z<p>Kyuval: Created page with " There are Elemental savants that can wield the might of a force of nature, the whole breadth of a prime element, to do their bidding; casters of such raw, direct control that..."</p>
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There are Elemental savants that can wield the might of a force of nature, the whole breadth of a prime element, to do their bidding; casters of such raw, direct control that can cause their enemies to combust with just a few words and gestures, leaving nothing but immolated victims in their wake, or cause the very earth to shudder, robbing foes of focus and footing, or command wind currents of such ferocious power that each moment becomes a challenge to retain one's grasp or be abducted sky high. or summon waves that crest above the tallest trees before crushing down.<br />
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== Elements ==<br />
Being an Elementalist requires a small spark of talent, a lot of focus, and an extraordinary amount of study, normally, as everyone attempting to understand an element must study its every aspect, internalize its very nature, perceive its every pattern.<br />
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It's not impossible for someone to seek the ways of more than one Elements, but dividing ones focus and study to forces so different - sometimes anthithetical - is very taxing to one's mind and requires exorbitant amounts of study, so few attempt to delve into more than one, perhaps two, elements.<br />
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=== Fire ===<br />
Fire is the path of devastation and he who commands the Eternal Flame is the bringer of absolute mayhem and ruination. Often called Pyromancers, those that study the element of Fire are very dangerous opponents, because the majority of their spells are both devastating to most living beings, and very difficult to avoid. Some Pyromancers thrive on an environment of open flames, and can direct all of them at once, enhancing them with raw power, condensing them in a single moment of devastating blazing fury that hungrily consumes all available fuel - whether that is alive at the moment or not - as they go out in a blaze of glory. Allies of Pyromancers that revel in the use of such spells know to give them their space, for the flames are not discerning...<br />
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=== Water ===<br />
The magic of Water grants access to a diverse collection of powers, much as the fluidity of water itself. Powerful waves can crush, strong currents can carry away, cleansing cascades can purify, and soothing streams can even heal. An Aquamancer studies control and emulation of water in all things, and bodies of water sometimes respond to his presence. Contrary to common belief, however, Aquamancers do not require the presence of natural water in order to be effective combatants. Whether called from nearby bodies of water or summoned from the very essence of the world, they can condense water into massive waves that crash upon their enemies and drag away fodder.<br />
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=== Air ===<br />
Elemental Air is an ambiguous path - amorphous, sometimes subtle and sometimes violent, sometimes invisible and sometimes perceivable from miles away. Aeromancers can be of any cut, and they can be as subtle as whisking arrows out of target or as vulgar as to pick up whole armies in a tornado. All things considered, Aeromancers often keep their real power hidden until needed, and many delight to exploit enemy weaknesses in the most efficient way available to them.<br />
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=== Earth ===<br />
Mastery of Earth is the means to slow or even stop a whole army's advance, open crevasses on the ground and bring down structures with ease, so those with a military background or intentions to join such often attempt to study it. Terramancers become resilient and resolute by the nature of their studies, and their protective powers enhance those traits even more. Although perfectly capable of tending crops and building structures of earth and stone, the overwhelming majority of Terramancers are employed by armed forces - any strategist will mention that controlling the field of battle is halfway to victory. With capabilities that can both protect against massive projectiles and reinforce structural integrity, and hurl massive projectiles and collapse structural integrity, it's a matter of course that whichever side of a siege has a Terramancer often is victorious. Few speak of the cataclysmic devastation that results when both sides have one.<br />
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== Spells ==<br />
There is no strict selection of spells for Elementalists to choose from. The elements present themselves differently to each person, and perception and understanding changes the outlook - and the outcome - of any studies. Elementalists strive to achieve an effect, and they may succeed, or come up with something relevant. Or fail spectacularly.<br />
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Several schools do have structured studies that allow for at least basic representations of some of the most common effects to be uniform in understanding, and thus the end results among their students are functionally - and visibly - identical. Experienced Etherweavers can often gleam where someone has studied by observing the effects of their spells.<br />
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=== Internalization ===<br />
Although active Ether weaving is by far the most effective way to command an element, Elementalists that delve into the art for long enough find themselves internalizing more than mere understanding of their chosen element. Pyromancers find themselves more resistant to heat, Aquamancers find their need to breath mostly suspended in water, and so on. Occasionally, such effects change them obviously as well, such as an Aeromancer's footsteps being inaudible, or a Terramancer's skin taking on the texture of stone.<br />
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Although such abilities only result in alienation from the common people, they are often a mark of respect among Etherweavers - truly venerable ones can potentially give a visage of almost a true elemental creature, and such is testament to their inner power.<br />
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=== Synthesis ===<br />
Although many Elementalists eventually attempt to dabble in more than one elemental disciplines, many find nothing but failure. Others, the most serious, devoted ones, manage to understand a second element enough to produce a few spells for it. Some consider this a different kind of trick to throw their enemies off balance, sharpen a focus, or ameliorate a weakness, but very few attempt to touch a third Element, or a fourth. It's not unheard of, especially among the eldest Etherweavers, but few have the patience and focus to understand and internalize opposing forces.<br />
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However, the combination of different elemental aspects on a single spell is the stuff of myths and fables, whispered in apprentice halls and laughed about in master laboratories. Such suggestions are nothing but frivolous, after all. But even if someone, somewhere, has, by some kind of absurd miracle, managed to create a spell that combines two elements, it is still certainly impossible - firmly in the realm of fantasy - to combine three of them. The notion itself is preposterous, and most Elementalists won't even discuss the ludicrous concept of combining at least two opposing elements. And, of course, the combination of four elements, two opposing pairs, is so unattainable that it is inconceivable.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Adroit&diff=112Adroit2016-10-02T20:02:13Z<p>Kyuval: Redirected page to Wheel of Umbral Power#Adroit</p>
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<div>#REDIRECT [[Wheel of Umbral Power#Adroit]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Etherweaver&diff=111Etherweaver2016-10-02T20:01:50Z<p>Kyuval: Redirected page to Wheel of Ether Power#Etherweaver</p>
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<div>#REDIRECT [[Wheel of Ether Power#Etherweaver]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Crimson_Champion&diff=110Crimson Champion2016-10-02T20:00:18Z<p>Kyuval: Redirected page to Wheel of Martial Power#Crimson Champion</p>
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<div>#REDIRECT [[Wheel of Martial Power#Crimson_Champion]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Wheel_of_Umbral_Power&diff=109Wheel of Umbral Power2016-10-02T19:59:30Z<p>Kyuval: </p>
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{{Image|http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Umbral-Power-Small.png|512}}<br />
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{{DeityLink|Aalis|Aalis, the Unknown}}, infused the yellow Wheel of Umbral Power to contain all essence of cunning and guile and govern all situations that involved worldly knowledge, social interactions or willful deception. It defined subtlety, know-how and manual dexterity, as well as the concepts of hiding, both physically and metaphysically, and luck.<br />
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It has broken into the Fragments of Shadow, Deception, Precision, Venture and Entrapment, each now governing a share of subtle aspects. Their influence gave rise to a slew of talents and skills among the mortal races, but most importantly the Shades, Operatives, Marksmen, Explorers and Hunters. <br />
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<div id="Adroit">Adroit is a rarely used term that is defined as characterizing an adherent of the Wheel of Umbral Power. in the scholarly texts where it is most commonly found. Due to the often very obvious distinction between those that utilize the potential of different Umbral Fragments, the term is almost exclusively utilized to mean the collective of such individuals as a whole, often to denote a trait or characteristic that they share.</div><br />
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=== Shadow ===<br />
The Fragment of Shadow taught the mortal races to not fear the darkness, but welcome it, embrace it, even manipulate it. Physically or metaphysically, [[Shade|Shades]] can call forth shadows and darkness, to cloud vision, minds or emotions. They conceal themselves, then dredge up their opponents' darkest fears from the depths of their minds - occasionally calling such dark entities physically. Others may delve nearer to the absence of light - or anything else - and disallow light, or magic, or, some say, even divine forces, from tainting their battlefield, and others still may pluck a thread of darkness out of a natural shade and wield it as a weapon.<br />
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A Shade can master skills of Obfuscation, Dread, Gloom and Eclipse.<br />
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=== Deception ===<br />
The Fragment of Deception taught the mortal races the power of honesty - and absence thereof, and as such the inner design of politics and hidden agendas. Its more direct (ironically) proponents, [[Operative|Operatives]], are experts in all manners of concealment, whether from eyes in a dark alley, from ears in a political lobby, or from intentions, while behind a mask. They can infiltrate - shady gangs or noble courts - with the same amount of practiced ease, perform meticulous assassinations or cover up the sloppy attempts of others, and are experts in understanding, perceiving, and deploying, cons of any kind; consequently, they can insinuate themselves into the inner circles of unsuspecting targets or wards, and are therefore adept in the arts of seduction.<br />
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An Operative can master skills of Veil, Chicanery, Assassination and Escort.<br />
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=== Precision ===<br />
The Fragment of Precision gave the great gift of aiming to the mortal races, both physically in order to hit a target and metaphysically in order to chase after one's goals, as well as the exactitude to avoid collateral. [[Marskman|Marksmen]] emulate the Fragment's motion most accurately, internalizing the perception required to acquire a target, the focus needed to avoid distractions, whether physical or mental, the accuracy necessary to achieve a successful strike, and the range familiarity that makes anything they see their potential target. Obviously, Marksmen are skilled with any kind of ranged weapon, but often excel with bows.<br />
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A Marksman can master skills of Perception, Focus, Accuracy and Range.<br />
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=== Venture ===<br />
The Fragment of Venture showed to mortals the vastness of the realm they inhabit, and granted them the desire to explore it and uncover its secrets. Such dedicated [[Explorer|Explorers]] invariably possess a strong sense of wanderlust, and, depending on how long one has been indulging it, a familiarity to places, creatures and items that most consider anything from exotic to absurd. Explorers are very physically active and experts at navigating treacherous environments, as well as noticing - and figuring out - pitfalls and all other matters of unpleasantries, whether natural or man-made. It's true, however, that the average Explorer has survived much harsher odds than anyone else could consider even plausible, so the rumors about how they're Lady Fortune's favored abound.<br />
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An Explorer can master skills of Acrobatics, Devices, Wanderlust and Fortune.<br />
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=== Entrapment ===<br />
The Fragment of Entrapment showed the mortal races of alternative means to attain victory over prey and foe. [[Hunter|Hunters]] may occasionally bring a deer down with an arrow, but knowing and understanding every bit of their environment, scouting every friend, ally, foe and target within it, and create ambushes or crafted traps - simple and straightforward or elaborate - is a process they enjoy every bit of.<br />
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A Hunter can master skills of Scouting, Snares, Ambush and Fauna.<br />
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[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Wheel_of_Ether_Power&diff=108Wheel of Ether Power2016-10-02T19:59:28Z<p>Kyuval: </p>
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{{Image|http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Ether-Power-Small.png|512}}<br />
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{{DeityLink|Neketh|Neketh, the All-Seeing Dragon}}, imbued the cyan Wheel of Ether Power to contain all essence of magical prowess and govern every law, rule and nuance of interaction between the physical world and the Ether, and every usage of power this connection elicited. It defined cosmic awareness, transcendent power and creative thinking, as well as the concepts of the Cosmos' fundamentals, such as the Elemental Forces.<br />
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It has been broken into the Fragments of Arcana, Elements, Harmony, Mentalism and Primal, each now governing a share of magical aspects. Their influence gave rise to a slew of talents and skills among the mortal races, but most importantly the Arcanists, Elementalists, Harmonists, Mentalists and Primalists. <br />
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<div id="Etherweaver">Etherweaver is the commonly used term to describe any adherent of the Wheel of Ether Power, or all of them as a collective group. Whether one studies the obvious interactions between the Ether and Amelor's elemental forces, or delves deeper into the mysteries that bind that etheric influence together, or even those that listen and dictate the narrative that explains the world, enforce their will unto it, or search deep within to find how their inner selves have been touched by the Ether, they can all be recognized by one particular trait; they weave the potential of the Ether into their actions. The term itself is more frequently used to group Elementalists and Arcanists, possibly for the convenience of everyday speech, but it is just as often used to mean anyone utilizing the potential of an Ether Fragment.</div><br />
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=== Elements ===<br />
The Fragment of the Elements was the one that played the most important role in giving life to the incorporeal Shards. Then the elements taught them how to cauterize wounds, how to breath, how to swim and drink and last but not least how to make the earth fertile. Those chosen by the Elements are called [[Elementalist|Elementalists]] and they wield the power of Air, Fire, Earth and Water. Apart from the devastation they can cause, these individuals are a great asset for any group of warriors or explorers as they can use their powers to heal injuries, cleanse maladies and disrupt enemy tactics.<br />
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An Elementalist can master skills of Fire, Air, Earth and Water.<br />
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=== Arcana ===<br />
The Fragment of Arcana was the spark that the mortals needed in order to delve deep into scientific exploration. Many scholars and scribes has been touched by this fragment and it is rumored that the Fragment of Arcana is responsible for granting people common sense and academic curiosity. Those tampering the energies of this fragment are called [[Arcanist|Arcanists]]. These individuals can shape the spill of the Ether around them to cast powerful spells that can manipulate the laws of the Cosmos and its contents. They dictate new, albeit temporary laws, in the form of wards and enchantments, change the form of matter, command forces, and so on. Some say they have even mastered control over time itself.<br />
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An Arcanist can master skills of Mysticism, Incantation, Enchantment and Chronomancy.<br />
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=== Harmony ===<br />
The Fragment of Harmony is responsible for the clarity of spirit and the well being of the soul of Mortals. It is also the fragment that gave birth to poets, writers, singers and actors. A [[Harmonist]] is an artist that has managed to evolve his art to a tool (or a weapon) that can physically affect the world around him. He is a chanter of words that carry will and power, which that can boost the morale of his allies, sow fear to his enemies or exploit faults in the strongest weapon or armor. And those Harmonists that delve into the more abstract find that they can cajole other forces to lend their aid, including the elements, spirits, or, perhaps, even gods.<br />
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A Harmonist can master skills of Elicitation, Narration, Exhibition and Invocation.<br />
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=== Mentalism ===<br />
The Fragment of Mentalism governs sentience and sapience to their extremes, and it is often referred to as an anchor of sanity. A [[Mentalist]] hones his art constantly, and discovers more about the mind with each step forward. Reading thoughts, telepathic communication, object reading, and similar feats are common for someone that explores the unknown potential of mindscapes, but even those feats pale in front of what master Mentalists can achieve; muddling their opponents' senses with indistinguishable illusions, controlling their very thoughts - and thus, often, actions - enforcing emotions, and so on. But hushed rumors claim of a further step of evolution in the path of a Mentalist, where they can enforce their thoughts into reality itself, manifesting their wishes by shaping the world to accommodate them.<br />
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A Mentalist can master skills of Illusion, Divination, Psyche and Thought Projection.<br />
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=== Primal ===<br />
The Primal Fragment gave birth and nurtured the majority of the mortal primal instincts. Moreover it enabled the communication with the wise spirits of the land, making it possible for the mortal races to cultivate it in order to survive. Those that follow the path of the [[Primalist]] are able to tap into the land itself, rousing its beasts and inciting its forces to act. They can aggravate mortal minds into a rage that can only be quenched by bloodbath, or calm the weary to serenity, for both are extremes of natural states. Elder Primalists can call upon more ancient spirits, bestowing boons, invoking curses or even summoning ancient horrors themselves to loose upon their enemies; and those that are one with the Land may attempt to rouse it itself, bringing untold calamities upon the heads of those that provoked them.<br />
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A Primalist can master skills of Awakening, Instinct, Rancor and Calamity.<br />
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[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Wheel_of_Martial_Power&diff=107Wheel of Martial Power2016-10-02T19:59:26Z<p>Kyuval: </p>
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{{Image|http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Martial-Power-Small.png|512}}<br />
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{{DeityLink|Mhortai|Mhortai, the Firstborn}}, infused the red Wheel of Martial Power to contain all essence of martial prowess and govern all interactions that involved direct force and raw physical power. It defined violent conflict, brute force, combat prowess and strategic thinking, as well as more abstract concepts such as vehemence and vengeance.<br />
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It has been broken into the Fragments of Strength, Defense, Discipline, Finesse and Fervor, each now governing a share of martial aspects. Their influences gave rise to a slew of talents and skills among the mortal races, but most importantly the Warriors, Bulwarks, Disciples, Fencers and Berserkers. <br />
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<div id="Crimson_Champion">Crimson Champion, or simply Champion, is a slightly uncommon way to refer to an adherent of the Wheel of Martial Power. The term is more often than not used when someone is unaware of just what kind of combatant an unknown opponent is, especially for those of great potential where the signs of the Wheel's power are evident. It's only on scholar texts that the term is used for grouping up the adherents of every Martial Fragment.</div><br />
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=== Strength ===<br />
The Strength Fragment was of great consequence to the mortals as it granted them the capability to apply force to their environment in order to change it. Savants say it was directly pertinent to the eventual creation of tools and weapons. Those who seek to emulate all aspects of this Fragment are called [[Warrior|Warriors]], and they are excellent in all kinds of combat, both close quarters and open war, as well as familiar with the widest variety of weapons. They can rally troops, provide stratagems or fight in the front lines, but anyone who sees a Warrior in conflict can see that they revel in it; they are ''nourished'' by it. All in all, whatever powers they possess otherwise, only the extremely confident or the fools believe wars can be won without Warriors.<br />
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A Warrior can master skills of Weapon Mastery, Conflict, Valor and Warfare.<br />
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=== Defense ===<br />
The Defense Fragment gifted the mortals with a means to protect themselves, both internally and with the use of external forces - and it was the instigation behind the use of Strength's tools to forge armors and shields. A mortal that seeks to emulate Defense in its rawest form is called [[Bulwark]]. Although Bulwarks are traditionally heavily armored and almost invariably wielding a shield, the concept behind the esoteric path of the Fragment is changelessness - Bulwarks seek to prevent external forces from affecting them, steadfast against physical harm and manipulation that would turn them from their values and duties. Often sought after for their impressive skills to protect others, Bulwarks are often found in positions of protecting important people. Those that understand that even the hardest boulder eventually crumbles against the current, however, incorporate a bit of retaliation to their defenses - the best way to prevent further assault is to stop the assailant.<br />
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A Bulwark can master skills of Fidelity, Sentinel, Retribution and Shield Mastery<br />
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=== Discipline ===<br />
The Discipline Fragment brought order and wisdom to the young races, helping them distinguish between themselves and their environments in an internal, instinctive way. Those who seek to understand and internalize the wisdom of the Fragment call themselves [[Disciple|Disciples]], and often believe they will remain students for the rest of their lives - hence the name. There is always something to learn, and each step in life is a learning experience. Disciples train their bodies to avoid the distraction of frailty in their esoteric pursuits, although some raise that training to an art and become capable of impressive physical feats, and learn how to shut out mental distractions by meditation, although that, too, betters their spirits - there are rumors of self healing or levitation. Others seek to understand by observing the universe around them, resulting in sensory competence that defies expectations and has given rise to myths and legends about the Disciples' sixth sense. Rumors of Disciples so attuned to their spirit that they can manifest projections of it for everyone to see - and even utilize such projection as weapons - have not been confirmed; it's hard to keep track of the usually hermetic or ascetic training the Disciples undergo, and even harder to goad one into boasting or demonstrations. They have nothing to prove.<br />
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A Disciple can master skills of Awareness, Physique, Meditation and Breath.<br />
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=== Finesse ===<br />
The Fragment of Finesse is responsible for many aspects of the mortal existence, and draws most intriguing parallels between social interaction and physical violence. [[Fencer|Fencers]], seeking the grace and elegance that the Fragment dictates, are adept at both with equivalent skill. Biting tongue mirrors an alluring, if apparent, lack of defenses; a lure that few can resist retorting. Capitalizing at impatience can easily provide the means to deflect a poor-worded argument, or a clumsily swung blade. Sharp wit lends itself to deeply wounding remarks, and even more so to deeply wounding sword tips. Fencers savor strife, whether in words or with swords, but prefer their own rules, an overarching elegance to it all, and, ideally, maintaining control of the flow.<br />
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A Fencer can master skills of Provocation, Alacrity, Anticipation and Strife.<br />
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=== Fervor ===<br />
The Fragment of Fervor show to the mortals how to stir their own dormant feelings. Those seeking the guidance of this Fragment become creatures of passion, letting their emotions and instincts dictate most of their actions. Utilizing such emotions to usher themselves in battle, [[Berserker|Berserkers]] have realized that the anger and hatred one feels towards their enemies rids him from the constraints of fear - and, often, even the debilitating effects of injuries - that prove to be the undoing of so many. Those that rely more on instinct find themselves with wits and senses unmatched, and able to fight multiple opponents without too much trouble, or survive the most severe conditions and the harshest environments with the proficiency of wild beasts. The most terrifying of Berserkers, however, are those that are so close to their inner beasts, that they sometimes surface...<br />
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A Berserker can master skills of Fury, Tenacity, Audacity and Metamorphosis.<br />
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[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Powers&diff=106Powers2016-10-02T19:59:20Z<p>Kyuval: </p>
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__NOTOC__<br />
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== The Wheels of Power ==<br />
For what most people know, the Wheels of Power, or, more accurately, their Fragments, are abstract representations of the potential of the mortal races. That explanation is not untrue, but it only scrapes the surface of the potency and importance of the Wheels, which carry almost the entirety of power of the divines as they are supposed to be filtered to be utilized by mortals.<br />
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{|<br />
| [[Wheel of Martial Power | <img style="width: 300px; height: auto; float: left;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Martial-Power-Small.png">]]<br />
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=== Wheel of Martial Power ===<br />
<sup>See: [[Wheel of Martial Power]]</sup><br />
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Imbued by {{DeityLink|Mhortai|Mhortai, the Firstborn}}, to contain all essence of martial prowess, the Wheel of Martial Power used to govern all interactions that involved direct force and raw physical power. It defined violent conflict, brute force, combat prowess and strategic thinking, as well as more abstract concepts such as vehemence and vengeance.<br />
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It has been broken into the Fragments of Strength, Defense, Discipline, Finesse and Fervor, each now governing a share of martial aspects. Their influences gave rise to a slew of talents and skills among the mortal races, but most importantly the Warriors, Bulwarks, Disciples, Fencers and Berserkers.<br />
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A term to refer to all adherents of the Wheel of Martial Power is "Crimson Champion", although it's relatively uncommon.<br />
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{|<br />
| [[Wheel of Ether Power | <img style="width: 300px; float: left; height: auto; display: block; margin: auto;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Ether-Power-Small.png">]]<br />
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=== Wheel of Ether Power ===<br />
<sup>See: [[Wheel of Ether Power]]</sup><br />
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Imbued by {{DeityLink|Neketh|Neketh, the All-Seeing Dragon}}, to contain all essence of magical prowess, the Wheel of Ether Power used to govern every law, rule and nuance of interaction between the physical world and the Ether, and every usage of power this connection elicited. It defined cosmic awareness, transcendent power and creative thinking, as well as the concepts of the Cosmos' fundamentals, such as the Elemental Forces.<br />
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It has been broken into the Fragments of Arcana, Elements, Harmony, Mentalism and Primal, each now governing a share of magical aspects. Their influence gave rise to a slew of talents and skills among the mortal races, but most importantly the Arcanists, Elementalists, Harmonists, Mentalists and Primalists.<br />
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A term to refer to all adherents of the Wheel of Ether Power is "Etherweaver", and it's very commonly used.<br />
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| [[Wheel of Umbral Power | <img style="width: 300px; float: left; height: auto; display: block; margin: auto;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Umbral-Power-Small.png">]]<br />
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=== Wheel of Umbral Power ===<br />
<sup>See: [[Wheel of Umbral Power]]</sup><br />
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Imbued by {{DeityLink|Aalis|Aalis, the Unknown}}, to contain all essence of cunning and guile, the Wheel of Umbral Power used to govern all situations that involved worldly knowledge, social interactions or willful deception. It defined subtlety, know-how and manual dexterity, as well as the concepts of hiding, both physically and metaphysically, and luck.<br />
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It has broken into the Fragments of Shadow, Deception, Precision, Venture and Entrapment, each now governing a share of subtle aspects. Their influence gave rise to a slew of talents and skills among the mortal races, but most importantly the Shades, Operatives, Marksmen, Explorers and Hunters.<br />
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A term to refer to all adherents to the Wheel of Umbral Power is "Adroit", but it's extremely rare outside of academic texts.<br />
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== Divine Powers ==<br />
Even the Gods, now, tap into the Wheel Fragments when they work their miracles - such is the power they contain and the potential they hold within. However, before the incident with the Divine Source, divinities used that instead. For that reason, scholars suggest (in whispered tones) that the Gods have been forever diminished.<br />
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There are, however, mentions that the Void is infinite, and however much is removed from His power, it remains infinite.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Kaerns&diff=105Kaerns2016-10-02T19:42:26Z<p>Kyuval: Redirected page to Kaern</p>
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<div>#REDIRECT [[Kaern]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Kaern&diff=104Kaern2016-10-02T19:37:56Z<p>Kyuval: Created page with " <div style="float:right; padding: 0px 0px 10px 10px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/07/kaernians-small.jpg|600}} <br /> {{Image|http://jinxrealm.com/wp..."</p>
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Kaerns are one of the five most populous hominoid mortal races. Their origins go back to the touch of {{DeityLink|Pabschakri}}'s blood on the [[Shards]], and many of their characteristics are said to be derived by the dragon. Kaerns have migrated and spread all across [[Ellevar]], and possibly farther, but prefer mountainous and dry lands that remind them of their homelands in the [[Rhaksathi Wastelands]].<br />
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== Characteristics ==<br />
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=== Physiology ===<br />
Kaerns are hominoid creatures, with complexion that varies between the color of rust and dark maroon, in mute, earthy tones, and eye colors that range from amber to dark red, or from ashen white to dark brown.<br />
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The average height for an adult Kaern male is approximately 190cm, with the adult female standing slightly shorter at 179cm. Similarly, the average body mass for an adult Kaern male is estimated in the range of 150 to 175 kg, with the adult female weighing slightly less at 120 to 140kg.<br />
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The reason behind the increased body weight of Kaerns lies in their skeletal composition and follicular structure. Both sexes of Kaerns lack hair, including body hair, entirely, and instead feature a head crest and skin sprouts - sometimes called scales - of organic stone. Their entire skeletal structure consists of the same kind of organic stone, which is three to four times as dense as bone.<br />
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Kaernian physiology is very effective at resisting the effects of heat. The average Kaern body has very little subcutaneous body fat, with the exception of areas around sprouts. Those sprouts, ranging in diameter from 2 to 15 centimeters, are excellent heat conductors; as more heat is absorbed by the sprout, more fat - a heat insulator - settles around its root. When the sprout's temperature has risen sufficiently, the fat seals its root entirely, and the whole sprout is dislodged, often slightly incandescent like a hot coal.<br />
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Kaerns do not sweat; a similar gland type is found under the skin, possibly for the efficient spread of heat towards the skin and its sprouts, but their skin is not porous. Given the internal temperature that some Kaerns may withstand, and the heat trapped in sprouts, it is not uncommon for Kaern skin to sizzle or steam on contact with liquids such as water or blood, most often observed as a result of injury.<br />
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Naturally, given their relative lack of fat and complete lack of hair, Kaerns do not handle cold climates very well. They compensate the heat loss by an unconscious adjustment to their metabolism, which increases their appetite. A well-fed Kaern can survive even the permafrost, but the relative scarcity of food in such climates drives most Kaerns to avoid cold climates altogether.<br />
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Kaerns are particularly bad swimmers, given their average body density is much higher than that of water. Their capacity for holding their breath for three to six minutes is enough for them to cross small rivers, but it is rare to see a Kaern holding a profession that requires frequent access to open sea or deep waters. However, Kaerns are not rock solid, and do not sink immediately to the bottom of any body of water - any flotation aid, such as driftwood, is sufficient to allow them to swim.<br />
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==== Age ====<br />
Kaerns typically live approximately 70-80 years, with rare cases surviving for 90. Early in their history, Kaerns often found violent death caused by their unforgiving environment, and the lack of mobility that comes with old age was not conductive to survival. With more organized societies, advances in medicine and Etheric healing, and the spread to more tame environments, the average lifespan of Kaerns has increased significantly.<br />
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Kaerns reach sexual maturity at approximately 14 years of age, although their society considers a Kaern adult at 16.<br />
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Observed at ages 55 and older, the organic stone of a Kaern begins to harden. Their sprouts become more fragile, and fractured sprouts are exceedingly sharp; as risky for self-injury those may appear, however, many older Kaerns utilize them as a very potent last-resort weapon. This hardening per internal stone structure increases the density of the skeleton as a whole, as well as limiting the range of joint motion, resulting in a net loss of agility, and often manual dexterity. Kaerns are never rendered immobile due to age hardening, but those over 80 years old are very limited in mobility.<br />
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==== Diet ====<br />
Kaerns are omnivorous, capable of consuming an extremely wide variety of plant and animal material. Some scholars point at their ability to absorb some nutrients from certain minerals as well, however, and call them "hypervorous".<br />
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Kaerns have a very efficient digestive system throughout:<br />
:- Their teeth, consisting of the same organic stone as the rest of their skeleton, are stronger than common, calcified teeth of equivalent size. This allows a greater variety of matter that can be broken down for digestion.<br />
:- Their gastric acid is more corrosive, and held at a greater temperature, than that of similar species.<br />
:- Their metabolism is highly adaptable to their circumstances, allowing efficiency in digestion without compromising the bodily functions in the absence of immediate sources of food. In a perhaps related matter, some scholars theorize that Kaerns are able to utilize ambient heat for a not-insignificant portion of accumulated energy other species rely on breathing for.<br />
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Kaern groups have adopted a wide range of diets, depending on availability and cultural restrictions and, contrary to other hominoid races, rarely seem to suffer from deficiencies based on diet alone. However, Kaerns prefer a balanced, varied diet when possible, and will not hesitate to try exotic sources of food. It is not particularly strange for a Kaern to have a pebble of some mineral stone in their mouth, like candy, although the nutritious benefits they reap from such has been often debated.<br />
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Due to the highly effective process of breaking down ingested material by their stomach, Kaerns can withstand the effects of an impressive amount of ingested toxins or similar substances - three to six times the amount that prove disruptively harmful to other hominoids. Although Kaerns are resistant to injected or otherwise applied poisons as well, a trait often attributed to their adaptable metabolism, their cultural approach to ingested toxins, particularly alcohol, makes it a much valued trait.<br />
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=== Psychology ===<br />
<div style="float: right; padding: 0px 0px 10px 10px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Tavern.jpg|600}}</div><br />
Kaernian brain activity and cognitive processes do not differ significantly from those of other hominoids, and their display of sentience and sapience, as well as the average intelligence quotient per age category do not diversify enough to warrant special mention.<br />
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Although Kaernian mental and emotional state varies by personal and environmental circumstances, there are a few observable traits that are consistent enough to be considered racial traits:<br />
:- Kaerns are difficult to insult inadvertently and are slow to anger. The racial average response to upsetting stimuli is much more driven towards acceptance (including mechanisms such as laughing it off) and internalization than the baselines of the other hominoid races. However, when they are driven to anger, they seldom manage to contain their fury without at least some display of outward violence. In the best of circumstances, and situations that violence is heavily frowned upon, destruction of low-value items or outbursts against objects that cannot be damaged - such as punching a wall - are main examples of restraint. When violence is justified, Kaerns can reach a state of raw rage that is impossible to control until it has been vented.<br />
:- Kaerns are quick to follow simple directions and effective in performing simple tasks, a trait that has likely aided in the survival of the race during the frequent emergencies that their ancestral homelands present. As a generic trait, it drives the race's disposition towards effective craftsmanship and the presence of an efficient, organized military. However, Kaerns will only display such efficiency in following commands when they are issued by an individual they respect, and such respect, or the perception of it, varies. Scholars suggest that this trait used to be more universal, and the judgmental tendencies that modern Kaerns display originate from the rule of Arkos.<br />
:- Despite the immense wealth that Kaerns could accumulate through their superior craftsmanship, they seem to consider materialistic behaviors, or attachment to material possessions, transient. They value the accumulation of experiences much more than anything tangible, although that is not to say that they are ignorant of the value of goods, or easy targets for swindling or pillaging. Scholars theorize that this trait is also derived by their ancestral homelands, where a cataclysmic event could cause widespread destruction and force surviving Kaerns to rebuild.<br />
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In general, Kaerns are widely seen as rowdy - and sometimes rude - but friendly people, hard to drive to misunderstandings, and generous to a fault to those they like. Their violent outbursts are well-known, and most know how to prevent them; there is even a saying: "Do not drive a Kaern to the edge." Surprisingly, rather than causing them trouble with finding work in more demanding, physical positions, Kaerns are well received; few would risk upsetting a man that has Kaernian bodyguards.<br />
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==== Sleep ====<br />
Kaerns are typically diurnal. The average sleep requirement for an adult is around six to eight hours per day, but as much as nine or ten hours for children and elders. Sleep deprivation has few physical side-effects other than tiredness and mental fatigue, but each passing day without rest limits the capacity of Kaerns to internalize anger; in effect, they become more prone to violent outbursts.<br />
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During sleep, the metabolic functions of Kaerns typically drop sharply. They breathe very slowly, and are generally immobile. It is very difficult to wake up a sleeping Kaern without actual physical injury, although they respond to loud, low-pitch sounds or powerful vibrations with a highly agitated mental state.<br />
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== Craftsmanship ==<br />
<div style="float: right; padding: 0px 0px 10px 10px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Dragon-Dagger.jpg|600}}</div><br />
Kaerns are excellent craftsmen in a wide variety of fields, including metalsmithing, architecture and leatherworking. Although there is a natural predisposition for most Kaerns towards trades that relate to their environment, needs and available materials, there are many examples of traveling Kaerns that have picked up completely unknown crafts and mastered them regardless.<br />
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Kaern crafting has been known to utilize any kind of material through the ages, from the most common like stone, metal, wood, and leather, to substances like calcified bark, amber or ivory. The most interesting materials, though, are those that only Kaerns know how to make, with remarkably rare exceptions:<br />
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; '''''Kaernian Steel'''''<br />
: Although [[Umani]] and Kaern metallurgists disagree about who first invented steel, it is a widely used material nowadays. Kaernian Steel, however, is more flexible, more durable, and lighter than common steel, as well as more resistant to corrosion. Its characteristic surface patterns resembling flowing water make Kaernian Steel easily recognizable and very difficult to imitate, and is one of the reasons it's highly valued for artistic purposes, besides its more pragmatic traits. Unsurprisingly, items made of Kaernian Steel are the most traded goods by Kaerns.<br />
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; '''''Tempered Glass'''''<br />
: Treated by a process Kaerns call "Ethrenos' Touch", tempered glass is highly resistant to blunt impact and heat. The process to make it is semi-ritualistic, and apparently requires a volcanic environment, so tempered glass isn't as commonly used as its usefulness would suggest, but it is very sought after by those who seek the best they can get and have the wealth to spare. A separate process that tints the glass with color is often used to create murals or other decorations, often for artistic or religious purposes.<br />
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; '''''Hardened Crystal'''''<br />
<div style="float: left; padding: 3px 10px 10px 0px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Crystal.jpg|150}}</div><br />
: Although few crystal types can undergo this process, and they are scarce due to their usage in Alchemical pursuits, Kaerns can harden them and add a degree of flexibility that prevents the crystal from shattering when its structure is challenged. Although still not sturdy enough to create armor or structural designs, hardened crystal is excellent material for lenses, or small bladed or pointed weapons, such as daggers or spears - their sharpness is compared to obsidian, but they do not blunt or shatter.<br />
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; '''''Orichalcum'''''<br />
<div style="float: left; padding: 3px 10px 10px 0px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Orichalcum.jpg|150}}</div><br />
: One of the rarest and most highly valued materials devised by the Kaerns, the secret to its construction is known only to a few master artisans. The process apparently requires great amounts of precious metals, refined or purified to perfection, with the prime ingredient being gold. for various reasons, including the scarcity of the materials required, the usefulness of gold and other precious metals for artistic pursuits, and the inability for most that would want the material to convince a master artisan to create something for them, Orichalcum items are so rare that most people will never see one. The end result is mostly gold in hue, but rather than a uniform shine it bears a glimmering iridescence and a pattern like Kaernian Steel. Orichalcum is entirely immune to corrosion and can withstand the heat of volcanic calderas. Rumors speak of an Orichalcum sword, "Sunfire", outperforming any sword in resilience and cutting power, and outshining any work of art in design, detail, and brilliance.<br />
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; '''''Squama'''''<br />
<div style="float: left; padding: 3px 10px 10px 0px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Squama-Small.jpg|200}}</div><br />
: A material both very common - shed by every Kaern - and particularly rare in use - there are few ways to farm it and no ways to mine it - the organic stone that Kaern sprouts are made of is a wondrous material regardless. Although Kaerns move on to more plentiful materials quickly, it's not uncommon for them to find themselves in a situation where little else is at hand. In those circumstances, Kaerns can flake off shed sprouts and settle the flakes together with heat, creating what they call Squama, a material that resembles fish or snake skin but is more durable than cured leather. Squama is somewhat personal to Kaerns, and they rarely sell or give items made of it, although exceptions exist.<br />
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A noteworthy Kaernian enterprise is alcohol brewing. The craft was only recently appropriated by Kaerns, for a few reasons. Ancient Kaerns were forced to move often due to upheavals in their regions, often of the destructive kind, and alcohol fermentation takes a long time in a relatively static environment. At the same time, Kaerns - highly resistant to the effects of alcohol - did not see the point behind the whole thing, and had dismissed it as an amusement of other races.<br />
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Ever since the experiments of Licorandi, the Brewmaster, resulted in ale that impacts Kaerns the way normal ale affects other races, the interest of other Kaerns has spiked and hasn't waned since. Kaernian alcohol, including wine, ale and spirits, ferments faster and the process is not easily disturbed. Of course, as a few early unfortunate accidents demonstrated, most other races should dilute Kaernian brews before consumption; the standard for export drinks now takes such concerns into consideration.<br />
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==== Armaments ====<br />
<div style="float: right; padding: 10px 0px 10px 10px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Dok-Rastathi.jpg|420}}</div><br />
Of all their craftsmanship, Kaerns are most famous for their weapons and armors; they make a lot, and they make them well, and there's never any lack of demand. Kaerns can make most weapons, for just about any need or to any specification, albeit with standard materials; special orders, such as Kaernian Steel swords, are much more expensive than the average soldier can afford.<br />
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The armaments that Kaerns prefer for themselves, however, are a somewhat different from industry standard. Due to the scarcity of wood in their ancestral homelands, and its weak relation with fire, the overwhelming majority of typical weapons Kaerns learn to use have no trace of it. Additionally, a blade can chip easily if it hits a sprout, so Kaerns rarely relied on them, doubly so when outfitted by Squama armor; blunt, bludgeoning weapons are the instruments of choice when violence is warranted. A typical melee weapon choice would be a fully metallic mace or flail, or, as a last resort, a stone club.<br />
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A more spiritual version of melee weapons of choice is the Kalavar, a precisely shaped club, approximately 160cm, traditionally made of metal or stone - usually Jade - and adorned throughout its length with protrusions resembling the Kaern's sprouts. Larger varieties exist, as well as different constructions - such as a golden body with gem protrusions - but the traditional Kalavar is much more common.<br />
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Regarding their response to ranged combat and the threat of bows, Kaerns understood early on in their history that throwing rocks can only go so far, so they improved the practice. Slings, often made of Squama, are very effective in the hands of a Kaern, more so if they use red-hot sprouts for ammunition.<br />
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In their choice of armor, Kaerns have no drawbacks from entire metallic suits - full plate armors - and those are often used in open war. Given the quality difference between Kaernian Steel and common weapons, even a single armored Kaern can be effectively unharmed by the efforts of entire units, although a single Etherweaver is often enough to deter from such attempts. Regardless, organized units of plated Kaerns are a force to be reckoned with.<br />
<br />
More commonly, however, Kaerns are concerned with the effects of blunt impact on their armor, and they give much more attention to the padding that goes underneath. A very common armor for Kaerns without many resources is a padding of leather and an overlay of Squama. More advanced padding allows for heat dissipation, which is particularly useful for those fully encased in metal armor in hot environments.<br />
<br />
<br />
==== Architecture ====<br />
For various reasons, including the scarcity of wood in the lands Kaerns prefer, the fragility of many construction materials - especially in relation to their average weight, and the flammability of many materials, especially by contact with shed sprouts, Kaernian architecture utilizes almost exclusively various types of stone or minerals. Excavated caves or similar underground dwellings are often a base building encountered in Kaernian lands, and free-standing stone structures are seen in more organized societies. Adornments, or rarer materials for construction - such as marble or obsidian - were not common until recent history, and usually signified a place of great importance.<br />
<br />
Even interior decoration is often restricted to flame retardant materials, such as marble statues, clay vases, or wall-mounted metallic armaments. Most Kaerns consider decorations such as woven carpets inane, despite the skill of the construction or the art displayed.<br />
<br />
<br />
<br />
== Demeanor ==<br />
=== Religion ===<br />
Kaernian faith is varied, but two organized religions have persisted throughout most of Kaernian history: The Red Flame, the structured religion of Pabschakri, The Fierce Red, and the more informal worship of Ethrenos often just called "forge worshiping".<br />
<br />
==== The Red Flame ====<br />
<div style="float: left; padding: 3px 10px 10px 0px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Red-Flame-Symbol.png|100}}</div><br />
The Red Flame is the most organized religion among the Kaerns since before the Age of Conflict, adhered to by the overwhelming majority of the populace, and even many of the other races. There are many rituals, congregations and traditional practices, although which are considered important and which are just acknowledged depends on the community, with the exception of the Touch of the Fierce Flame, a coming-of-age ritual that most Kaerns have undergone in their lives. There are few structures used as temples, and only in great cities - The Red Flame suggests that {{DeityLink|Pabschakri}} can be found in every flame, so congregations and religious rites often take place around a bonfire.<br />
<div style="clear: both;"></div><br />
<br />
==== Forge Worshiping ====<br />
<div style="float: right; padding: 3px 10px 10px 0px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Temple-Forge-Cropped.jpg|350}}</div><br />
Forge Worshiping could barely be called a religion by most accounts, but that kind of showing devotion to {{DeityLink|Ethrenos}} is so ingrained in Kaernian culture, and its origins are so clearly spiritual in nature, that scholars accept it as a matter of fact. There are no strict rituals - the means by which a crafter attributes respect is deeply personal, and some go to greater lengths than others to signify this. There are also no temples, since every forge is considered a place of direct worship of Ethrenos, with one exception: the Basilica Foundry; a foundry, workshop and forge structured like a great temple to Ethrenos, built in the heart of a volcano, lost during the Skybreak and considered destroyed, although its legend still occasionally sprouts Temple Forges, especially for large, important projects.<br />
<br />
==== Other faiths ====<br />
Following the usual tendency of hominoids for varied thought and belief, one can find Kaerns of any faith, although few reach fanaticism. However, a few deities have received more attention from Kaerns in recent times. {{DeityLink|Rithenil}} and the once-Kaern {{DeityLink|Xhaer}} struck a chord with many Kaerns, especially with the parallels to the [[#The reign of Arkos|reign of Arkos]]. {{DeityLink|Najarah}} has also been in more and more Kaernian prayers for a while now, ever since the founding of the [[Hollows]], and meetings with southern desert nomads.<br />
<div style="clear: both;"></div><br />
<br />
<br />
=== Relations ===<br />
Although Kaerns mostly kept to themselves during the Age of Miracles, scholars and smiths from all the other races approached them for apprenticeship; they say most of today's crafting techniques are some variation from the archetypal techniques taught then, which came from Ethrenos himself.<br />
<br />
The situation changed dramatically during the Age of Ashes, with Kaerns forced to nomadic wandering and unable to establish any sort of stable civilization, or even gather enough resources to stay in one place - very few interactions with the other races happened during those times, and even in the Era of Trade, Kaerns were the last to fully integrate themselves to the re-emerging trade networks.<br />
<br />
Although the Age of Conflict brought tension to relations everywhere, it was mostly against political or geographical groups. The relations of Kaerns with other races as a whole has been steadily improving, all the way to today, where Kaerns enjoy a status resembling the one they held during the Age of Miracles - scholars and hopeful apprentices seek them out for observation and tutelage.<br />
<br />
<br />
== History ==<br />
=== Age of Miracles ===<br />
<br />
<br />
The early history of the Kaerns is generally considered lost, with only the most expansive of archives bearing any mention, but even then the sources for such mentions are often stories passed down the generations by word of mouth.<br />
<br />
Most of those stories involve Ethrenos in one way or another, often having the constant need for Kaernian craftsmanship, or the impressive potential of Kaernian craftsmen, drawing the Primordial's attention until he personally - often through an avatar with a Kaern's body, or a disembodied voice sounding from the echoes of a hammer on an anvil, or sometimes even the primordial himself physically appearing through an erupting volcano - visits their best crafters and teaching them until they can create artifacts that are worthy of the Gods themselves.<br />
<br />
That period of Kaernian history is full of legendary smiths and wondrous items, but there are very few confirmed (or, indeed, confirm-able) mentions.<br />
<br />
<br />
=== Age of Ashes ===<br />
<br />
<br />
Although all races lost much from the [[Skybreak]], Kaerns specifically took particularly long to recover, mostly due to the nature of their homelands and the extend of devastation following the chain eruptions of the volcanic range that housed many of them.<br />
<br />
Although fire claimed a lot of those ancestral lands, however, paper and similar writing mediums were always rare, and scribbles on stone were not uncommon. Those few records that have been excavated now are considered relics and studied by scholars across the land.<br />
<br />
Kaern records have the most accurate descriptions to date about the period of the Skybreak itself, including the streak of falling meteorites, the impact locations, and the changes of elemental balance on those locations, along with observed effects. Sadly, those records only include a relatively short distance from Kaernian lands, but they have helped many scholars theorize on the nature of the phenomenon, and extrapolate the effects on other lands.<br />
<br />
A central figure in Kaernian history during those times is always Kyrirantheon, an elder master of elemental forces, and one of the invited members to the council that decided how to handle the incoming threat that would become the Skybreak.<br />
<br />
Kaernian records is mostly ambivalent about Kyrirantheon's stance on the matter, and conflicting opinions are common, especially when cross-referencing with tales from other races, but most agree about his feats ''after'' the initial destruction.<br />
<br />
Tales have the elder [[elementalist]] standing alone against volcanic rage, diverting lava flows, protecting against falling debris and spreading ashen clouds to allow Kaerns to breathe safely. It is uncertain how much of this is accurate, and how much is exaggeration, but it stands to reason that any master of elemental forces would be pivotal in the survival of communities nearer the sources of subsequent devastation, even if only by judging the upcoming consequences and their origin, and guiding fleeing people away from those locations.<br />
<br />
<br />
=== Recent History ===<br />
<br />
<br />
==== The Duel of Splitting Rocks ====<br />
One of the most important events in recent Kaernian history is the duel of Dok Rastath with the Gargantuan champion Raxegor for the sovereignty of the territory that is now the northwestern region of Kaernian lands. Blended between fact and myth, the duel itself has a lot of variations depending on the teller, with some accounts having Rexegor about triple the height of Dok Rastath.<br />
<br />
The Duel of Splitting Rocks is a very controversial topic to examine, but it is the reason of modern Kaernian lands, the prevalence of the Kalavar - the chosen weapon of Dok Rastath, as well as the day most consider the original founding of the Dok Rastathi, the order of traditional Kaernian warriors that defend the Kaerns and their lands and rights.<br />
<br />
<br />
==== Licorandi ====<br />
Another legend of Kaernian history is Licorandi, an unknown cobbler for most of his life, taking up brewing as a pastime after a bet with drunken Umani, whose name has not survive history, to cause Kaerns to succumb to drunken stupor. Traditionally brewed beverages, including anything from ale to wine to strong spirits, never affected Kaernian physiology, which was the reason Kaerns rarely visited alehouses or similar establishments in other lands.<br />
<br />
Licorandi remained unknown for approximately ten years after that bet, but he never forgot it, working towards his goal whenever he had time, and spent all of his profits towards his experiments that were considered insane at the time.<br />
<br />
Eventually, allegedly after a night spent in drunken stupor, he presented the local council with Teno Sheelot, the culmination of his ten years of efforts. Few records remain of the first tests of the concoction, but it is generally considered a wild success. Various forms and variants of Sheelot remains popular today, although the prefix "Teno" is only used for the exceedingly rare samples of the original. Although in modern times Kaerns have figured out means to make common beverages into Kaernian variants that work for them, Sheelot remains a Kaernian beverage that is highly poisonous to the other races.<br />
<br />
Licorandi, having spent all his time, effort and money on his research, and giving away his recipe to anyone that asked without requesting compensation, dropped back into obscurity a few years later. Details about his late life have never been confirmed, although many historians suggest that he went looking into his next recipe and never found a family, eventually passing away poor and alone. His name is not forgotten, however, and connoisseurs often refer to alcoholic beverages that can affect Kaerns - whether Sheelot or variations of other races' brews - as Licors.<br />
<br />
<br />
==== The reign of Arkos ====<br />
<div style="float: right; padding: 0px 0px 10px 10px;">{{Image|http://jinxrealm.com/wp-content/uploads/2016/10/Ariska.jpg|600}}</div><br />
One of the darkest eras of Kaernian history starts with a hero. Arkos was a highly decorated general who had lead Kaernian forces in many victorious defenses against invading forces, especially Gargantuan ones. He reached a hero's status after the battle of river Coresar, where he outwitted and routed a force of Gargantuans six times the size of his own forces.<br />
<br />
Given the constant pressure across most borders of Kaernian lands, during that time of strife, Arkos was quickly invited to offer advice on most governing policies. Already in command of all Kaernian military forces and their policies, this situation practically made Arkos the ruler of all Kaerns in all but name.<br />
<br />
Although the rule of Arkos began well, with the solidification of Kaernian borders, the establishment of impenetrable fortresses on regions of strategic importance, and, impressively enough, the benevolent treatment of non-combatants, years saw change.<br />
<br />
Arkos spent the better part of twenty years in planning and construction, married Yllesca during that time, and sired a daughter, Ariska, but also spent the better part of Kaernian resources in military pursuits. People began to grow anxious, especially since the conflicts near the borders had all but disappeared in the first couple of years, but Arkos kept directing all efforts to strengthening the military.<br />
<br />
Eventually, dissent grew vocal after agricultural and architectural projects were stifled in favor of advanced weapon designs and siege weaponry, and riots became common. Arkos responded by bringing armed forces in the cities to quell the unrest. When confronted in a political setting, he began to order assassinations. Before long, no one dared to voice displeasure but the sporadic, disorganized remnants of a meager resistance. With no thought on anything but military force, however, famine soon set in Kaernian lands.<br />
<br />
The reign of Arkos lasted for another two years before resistance appeared to grow more organized, better at evading armed responses and even better at foreseeing - and challenging - the plans of the military. Arkos suspected spies, and his choke hold on people grew even tighter. Many were brought to a breaking point, and Kaerns were on verge of civil war.<br />
<br />
The continued effectiveness of the resistance at countering every oppressive military plan, Arkos grew more paranoid. Eventually, he ordered the execution of his wife Yllesca under suspicions of spying and treason. At the stage of the execution, Ariska revealed herself as part of the resistance and used her unusual, for Kaernian standards, estoc and kill Arkos after a brief but surprising duel.<br />
<br />
Ariska went on to lead the resistance forces and most military forces that would follow her into reclaiming control of the land. Widely considered a hero and a spiritual leader, she reestablished council rule rather than assume the mantle of ruler and made provisions to expand it on a national scale. She lingered only for a year before she departed on a spiritual journey. She never returned to rule the Kaerns, although there are records that suggest she occasionally offered advice to the various councils.<br />
<div style="clear: both;"></div><br />
<br />
<br />
=== Modern History ===<br />
<br />
In 1745 AR, the Battle of Scarlet Sands saw Kaernian forces face kidnapped and enslaved Kaerns turned into an elite battle unit under the commands of the Desert King. Kaerns consider themselves fierce enemies of the Desert King ever since.<br />
<br />
In 1767 AR, Kaerns receive the Stigma, a social brand that the Holy Theocracy of Mhortai assigns to the Kaerns as a whole, ranking them as inferior beings and slaves. The situation causes Kaerns to fortify their borders and generally mistrust followers of Mhortai. It lead directly to the Exodus, in 1770 AR, when Kaerns and Umani massively fled the Imperial Heartlands to evade intensifying racism and found the Hollows under the Rhaksathi Wastelands.<br />
<br />
In 1776 AR, during the Battle of Steep Pass, after a massacre by the hands of General Nix Arcassian, and the subsequent chaos, records claim of the appearance of two divine beings in the battlefield: the Elemental Sovereign Ethrenos and the Great Red Dragon, Pabshackri, who allegedly put an end to the battle and returned to the Ether, along with a caged Xhaer and Rithenil. Details on the situation are scarce, but scholars theorize that Xhaer was unstoppable and blinded by rage, so Ethrenos crafted a cage to contain her fury while Rithenil bravely stood between her onslaught and anyone else. Theurges suggest that if this theory is correct, it is possibly what drew the attention of the Fierce Red.<br />
<br />
In 1778 AR, the forces of the Hollows join the forces from the Mystic Woods to invade the Imperial Heartlands. In a great upset at the final siege, they conquer Ravenstar in a day generally known as the Fall of the Talon. The Kaern Rokrimor, a vagrant inventor/problem-solver is attributed as pivotal to the battles that took place in the invasion, mainly due to the Spirecaster, a ballista projectile that focuses storms and lightning strikes over the target.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Powers&diff=103Powers2016-09-06T12:12:57Z<p>Kyuval: </p>
<hr />
<div><br />
__NOTOC__<br />
<br />
== The Wheels of Power ==<br />
For what most people know, the Wheels of Power, or, more accurately, their Fragments, are abstract representations of the potential of the mortal races. That explanation is not untrue, but it only scrapes the surface of the potency and importance of the Wheels, which carry almost the entirety of power of the divines as they are supposed to be filtered to be utilized by mortals.<br />
<br />
{|<br />
| [[Wheel of Martial Power | <img style="width: 300px; height: auto; float: left;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Martial-Power-Small.png">]]<br />
|<br />
=== Wheel of Martial Power ===<br />
<sup>See: [[Wheel of Martial Power]]</sup><br />
<br />
Imbued by [[Mhortai]], the Firstborn, to contain all essence of martial prowess, the Wheel of Martial Power used to govern all interactions that involved direct force and raw physical power. It defined violent conflict, brute force, combat prowess and strategic thinking, as well as more abstract concepts such as vehemence and vengeance.<br />
<br />
It has been broken into the shards of Strength, Defense, Discipline, Finesse and Fervor, each now governing a share of martial aspects. Their influences gave rise to a slew of talents and skills among the mortal races, but most importantly the Warriors, Bulwarks, Disciples, Fencers and Berserkers.<br />
<br />
|}<br />
<br />
<div style="clear: both;"></div><br />
<br />
{|<br />
| [[Wheel of Ether Power | <img style="width: 300px; float: left; height: auto; display: block; margin: auto;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Ether-Power-Small.png">]]<br />
|<br />
=== Wheel of Ether Power ===<br />
<sup>See: [[Wheel of Ether Power]]</sup><br />
<br />
Imbued by Neketh, the All-Seeing Dragon, to contain all essence of magical prowess, the Wheel of Ether Power used to govern every law, rule and nuance of interaction between the physical world and the Ether, and every usage of power this connection elicited. It defined cosmic awareness, transcendent power and creative thinking, as well as the concepts of the Cosmos' fundamentals, such as the Elemental Forces.<br />
<br />
It has been broken into the Shards of Arcana, Elements, Harmony, Mentalism and Primal, each now governing a share of magical aspects. Their influence gave rise to a slew of talents and skills among the mortal races, but most importantly the Arcanists, Elementalists, Harmonists, Mentalists and Primalists.<br />
<br />
|}<br />
<br />
<div style="clear: both;"></div><br />
<br />
{|<br />
| [[Wheel of Umbral Power | <img style="width: 300px; float: left; height: auto; display: block; margin: auto;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Umbral-Power-Small.png">]]<br />
|<br />
=== Wheel of Umbral Power ===<br />
<sup>See: [[Wheel of Umbral Power]]</sup><br />
<br />
Imbued by Aalis, the Unknown, to contain all essence of cunning and guile, the Wheel of Umbral Power used to govern all situations that involved worldly knowledge, social interactions or willful deception. It defined subtlety, know-how and manual dexterity, as well as the concepts of hiding, both physically and metaphysically, and luck.<br />
<br />
It has broken into the Shards of Shadow, Deception, Precision, Venture and Entrapment, each now governing a share of subtle aspects. Their influence gave rise to a slew of talents and skills among the mortal races, but most importantly the Shades, Operatives, Marksmen, Explorers and Hunters.<br />
<br />
|}<br />
<br />
<div style="clear: both;"></div><br />
<br />
<br />
== Divine Powers ==<br />
Even the Gods, now, tap into the Wheel Fragments when they work their miracles - such is the power they contain and the potential they hold within. However, before the incident with the Divine Source, divinities used that instead. For that reason, scholars suggest (in whispered tones) that the Gods have been forever diminished.<br />
<br />
There are, however, mentions that the Void is infinite, and however much is removed from His power, it remains infinite.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Wheel_of_Martial_Power&diff=102Wheel of Martial Power2016-09-06T12:12:52Z<p>Kyuval: </p>
<hr />
<div><br />
{{Image|http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Martial-Power-Small.png|512}}<br />
<br />
{{DeityLink|Mhortai}} infused the red Wheel of Martial Power, which contains the following five fragments.<br />
<br />
<br />
=== Strength ===<br />
The Strength Fragment was of great consequence to the mortals as it granted them the capability to apply force to their environment in order to change it. Savants say it was directly pertinent to the eventual creation of tools and weapons. Those who seek to emulate all aspects of this Fragment are called [[Warrior|Warriors]], and they are excellent in all kinds of combat, both close quarters and open war, as well as familiar with the widest variety of weapons. They can rally troops, provide stratagems or fight in the front lines, but anyone who sees a Warrior in conflict can see that they revel in it; they are ''nourished'' by it. All in all, whatever powers they possess otherwise, only the extremely confident or the fools believe wars can be won without Warriors.<br />
<br />
A Warrior can master skills of Weapon Mastery, Conflict, Valor and Warfare.<br />
<br />
<br />
=== Defense ===<br />
The Defense Fragment gifted the mortals with a means to protect themselves, both internally and with the use of external forces - and it was the instigation behind the use of Strength's tools to forge armors and shields. A mortal that seeks to emulate Defense in its rawest form is called [[Bulwark]]. Although Bulwarks are traditionally heavily armored and almost invariably wielding a shield, the concept behind the esoteric path of the Fragment is changelessness - Bulwarks seek to prevent external forces from affecting them, steadfast against physical harm and manipulation that would turn them from their values and duties. Often sought after for their impressive skills to protect others, Bulwarks are often found in positions of protecting important people. Those that understand that even the hardest boulder eventually crumbles against the current, however, incorporate a bit of retaliation to their defenses - the best way to prevent further assault is to stop the assailant.<br />
<br />
A Bulwark can master skills of Fidelity, Sentinel, Retribution and Shield Mastery<br />
<br />
<br />
=== Discipline ===<br />
The Discipline Fragment brought order and wisdom to the young races, helping them distinguish between themselves and their environments in an internal, instinctive way. Those who seek to understand and internalize the wisdom of the Fragment call themselves [[Disciple|Disciples]], and often believe they will remain students for the rest of their lives - hence the name. There is always something to learn, and each step in life is a learning experience. Disciples train their bodies to avoid the distraction of frailty in their esoteric pursuits, although some raise that training to an art and become capable of impressive physical feats, and learn how to shut out mental distractions by meditation, although that, too, betters their spirits - there are rumors of self healing or levitation. Others seek to understand by observing the universe around them, resulting in sensory competence that defies expectations and has given rise to myths and legends about the Disciples' sixth sense. Rumors of Disciples so attuned to their spirit that they can manifest projections of it for everyone to see - and even utilize such projection as weapons - have not been confirmed; it's hard to keep track of the usually hermetic or ascetic training the Disciples undergo, and even harder to goad one into boasting or demonstrations. They have nothing to prove.<br />
<br />
A Disciple can master skills of Awareness, Physique, Meditation and Breath.<br />
<br />
<br />
=== Finesse ===<br />
The Fragment of Finesse is responsible for many aspects of the mortal existence, and draws most intriguing parallels between social interaction and physical violence. [[Fencer|Fencers]], seeking the grace and elegance that the Fragment dictates, are adept at both with equivalent skill. Biting tongue mirrors an alluring, if apparent, lack of defenses; a lure that few can resist retorting. Capitalizing at impatience can easily provide the means to deflect a poor-worded argument, or a clumsily swung blade. Sharp wit lends itself to deeply wounding remarks, and even more so to deeply wounding sword tips. Fencers savor strife, whether in words or with swords, but prefer their own rules, an overarching elegance to it all, and, ideally, maintaining control of the flow.<br />
<br />
A Fencer can master skills of Provocation, Alacrity, Anticipation and Strife.<br />
<br />
<br />
=== Fervor ===<br />
The Fragment of Fervor show to the mortals how to stir their own dormant feelings. Those seeking the guidance of this Fragment become creatures of passion, letting their emotions and instincts dictate most of their actions. Utilizing such emotions to usher themselves in battle, [[Berserker|Berserkers]] have realized that the anger and hatred one feels towards their enemies rids him from the constraints of fear - and, often, even the debilitating effects of injuries - that prove to be the undoing of so many. Those that rely more on instinct find themselves with wits and senses unmatched, and able to fight multiple opponents without too much trouble, or survive the most severe conditions and the harshest environments with the proficiency of wild beasts. The most terrifying of Berserkers, however, are those that are so close to their inner beasts, that they sometimes surface...<br />
<br />
A Berserker can master skills of Fury, Tenacity, Audacity and Metamorphosis.<br />
<br />
<br />
<br />
[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Wheel_of_Martial_Power&diff=101Wheel of Martial Power2016-07-25T14:05:47Z<p>Kyuval: </p>
<hr />
<div><br />
{{Image|http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Martial-Power-Small.png|512}}<br />
<br />
{{DeityLink|Mhortai}} infused the red Wheel of Martial Power, which contains the following five fragments.<br />
<br />
<br />
=== Strength ===<br />
The Strength Fragment was of great consequence to the mortals as it granted them the capability to apply force to their environment in order to change it. Savants say it was directly pertinent to the eventual creation of tools and weapons. Those who seek to emulate all aspects of this Fragment are called [[Warrior|Warriors]], and they are excellent in all kinds of combat, both close quarters and open war, as well as familiar with the widest variety of weapons. They can rally troops, provide stratagems or fight in the front lines, but anyone who sees a Warrior in conflict can see that they revel in it; they are ''nourished'' by it. All in all, whatever powers they possess otherwise, only the extremely confident or the fools believe wars can be won without Warriors.<br />
<br />
A Warrior can master skills of Weapon Mastery, Conflict, Valor and Warfare.<br />
<br />
<br />
=== Defense ===<br />
The Defense Fragment gifted the mortals with a means to protect themselves, both internally and with the use of external forces - and it was the instigation behind the use of Strength's tools to forge armors and shields. A mortal that seeks to emulate Defense in its rawest form is called [[Bulwark]]. Although Bulwarks are traditionally heavily armored and almost invariably wielding a shield, the concept behind the esoteric path of the Fragment is changelessness - Bulwarks seek to prevent external forces from affecting them, steadfast against physical harm and manipulation that would turn them from their values and duties. Often sought after for their impressive skills to protect others, Bulwarks are often found in positions of protecting important people. Those that understand that even the hardest boulder eventually crumbles against the current, however, incorporate a bit of retaliation to their defenses - the best way to prevent further assault is to stop the assailant.<br />
<br />
A Bulwark can master skills of Fidelity, Sentinel, Retribution and Shield Mastery<br />
<br />
<br />
=== Discipline ===<br />
The Discipline Fragment brought order and wisdom to the young races, helping them distinguish between themselves and their environments in an internal, instinctive way. Those who seek to understand and internalize the wisdom of the Fragment call themselves [[Disciple|Disciples]], and often believe they will remain students for the rest of their lives - hence the name. There is always something to learn, and each step in life is a learning experience. Disciples train their bodies to avoid the distraction of frailty in their esoteric pursuits, although some raise that training to an art and become capable of impressive physical feats, and learn how to shut out mental distractions by meditation, although that, too, betters their spirits - there are rumors of self healing or levitation. Others seek to understand by observing the universe around them, resulting in sensory competence that defies expectations and has given rise to myths and legends about the Disciples' sixth sense. Rumors of Disciples so attuned to their spirit that they can manifest projections of it for everyone to see - and even utilize such projection as weapons - have not been confirmed; it's hard to keep track of the usually hermetic or ascetic training the Disciples undergo, and even harder to goad one into boasting or demonstrations. They have nothing to prove.<br />
<br />
A Disciple can master skills of Awareness, Physique, Meditation and Breath.<br />
<br />
<br />
=== Finesse ===<br />
The Fragment of Finesse is responsible for many aspects of the mortal existence, and draws most intriguing parallels between social interaction and physical violence. [[Fencer|Fencers]], seeking the grace and elegance that the Fragment dictates, are adept at both with equivalent skill. Biting tongue mirrors an alluring, if apparent, lack of defenses; a lure that few can resist retorting. Capitalizing at impatience can easily provide the means to deflect a poor-worded argument, or a clumsily swung blade. Sharp wit lends itself to deeply wounding remarks, and even more so to deeply wounding sword tips. Fencers savor strife, whether in words or with swords, but prefer their own rules, an overarching elegance to it all, and, ideally, maintaining control of the flow.<br />
<br />
A Fencer can master skills of Provocation, Alacrity, Anticipation and Strife.<br />
<br />
<br />
=== Fury ===<br />
The Fragment of Fury show to the mortals how to stir their own dormant feelings. Those seeking the guidance of this Fragment become creatures of passion, letting their emotions and instincts dictate most of their actions. Utilizing such emotions to usher themselves in battle, [[Berserker|Berserkers]] have realized that the anger and hatred one feels towards their enemies rids him from the constraints of fear - and, often, even the debilitating effects of injuries - that prove to be the undoing of so many. Those that rely more on instinct find themselves with wits and senses unmatched, and able to fight multiple opponents without too much trouble, or survive the most severe conditions and the harshest environments with the proficiency of wild beasts. The most terrifying of Berserkers, however, are those that are so close to their inner beasts, that they sometimes surface...<br />
<br />
A Berserker can master skills of Fury, Tenacity, Audacity and Metamorphosis.<br />
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[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Wheel_of_Ether_Power&diff=100Wheel of Ether Power2016-07-25T14:05:30Z<p>Kyuval: </p>
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<div><br />
{{Image|http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Ether-Power-Small.png|512}}<br />
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{{DeityLink|Neketh}} imbued the cyan Wheel of Ether Power, which contains the following five fragments:<br />
<br />
<br />
=== Elements ===<br />
The Fragment of the Elements was the one that played the most important role in giving life to the incorporeal Shards. Then the elements taught them how to cauterize wounds, how to breath, how to swim and drink and last but not least how to make the earth fertile. Those chosen by the Elements are called [[Elementalist|Elementalists]] and they wield the power of Air, Fire, Earth and Water. Apart from the devastation they can cause, these individuals are a great asset for any group of warriors or explorers as they can use their powers to heal injuries, cleanse maladies and disrupt enemy tactics.<br />
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An Elementalist can master skills of Fire, Air, Earth and Water.<br />
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=== Arcana ===<br />
The Fragment of Arcana was the spark that the mortals needed in order to delve deep into scientific exploration. Many scholars and scribes has been touched by this fragment and it is rumored that the Fragment of Arcana is responsible for granting people common sense and academic curiosity. Those tampering the energies of this fragment are called [[Arcanist|Arcanists]]. These individuals can shape the spill of the Ether around them to cast powerful spells that can manipulate the laws of the Cosmos and its contents. They dictate new, albeit temporary laws, in the form of wards and enchantments, change the form of matter, command forces, and so on. Some say they have even mastered control over time itself.<br />
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An Arcanist can master skills of Mysticism, Incantation, Enchantment and Chronomancy.<br />
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=== Harmony ===<br />
The Fragment of Harmony is responsible for the clarity of spirit and the well being of the soul of Mortals. It is also the fragment that gave birth to poets, writers, singers and actors. A [[Harmonist]] is an artist that has managed to evolve his art to a tool (or a weapon) that can physically affect the world around him. He is a chanter of words that carry will and power, which that can boost the morale of his allies, sow fear to his enemies or exploit faults in the strongest weapon or armor. And those Harmonists that delve into the more abstract find that they can cajole other forces to lend their aid, including the elements, spirits, or, perhaps, even gods.<br />
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A Harmonist can master skills of Elicitation, Narration, Exhibition and Invocation.<br />
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=== Mentalism ===<br />
The Fragment of Mentalism governs sentience and sapience to their extremes, and it is often referred to as an anchor of sanity. A [[Mentalist]] hones his art constantly, and discovers more about the mind with each step forward. Reading thoughts, telepathic communication, object reading, and similar feats are common for someone that explores the unknown potential of mindscapes, but even those feats pale in front of what master Mentalists can achieve; muddling their opponents' senses with indistinguishable illusions, controlling their very thoughts - and thus, often, actions - enforcing emotions, and so on. But hushed rumors claim of a further step of evolution in the path of a Mentalist, where they can enforce their thoughts into reality itself, manifesting their wishes by shaping the world to accommodate them.<br />
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A Mentalist can master skills of Illusion, Divination, Psyche and Thought Projection.<br />
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=== Primal ===<br />
The Primal Fragment gave birth and nurtured the majority of the mortal primal instincts. Moreover it enabled the communication with the wise spirits of the land, making it possible for the mortal races to cultivate it in order to survive. Those that follow the path of the [[Primalist]] are able to tap into the land itself, rousing its beasts and inciting its forces to act. They can aggravate mortal minds into a rage that can only be quenched by bloodbath, or calm the weary to serenity, for both are extremes of natural states. Elder Primalists can call upon more ancient spirits, bestowing boons, invoking curses or even summoning ancient horrors themselves to loose upon their enemies; and those that are one with the Land may attempt to rouse it itself, bringing untold calamities upon the heads of those that provoked them.<br />
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A Primalist can master skills of Awakening, Instinct, Rancor and Calamity.<br />
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[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Wheel_of_Umbral_Power&diff=99Wheel of Umbral Power2016-07-25T14:05:06Z<p>Kyuval: </p>
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<div><br />
{{Image|http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Umbral-Power-Small.png|512}}<br />
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{{DeityLink|Aalis}} infused the yellow Wheel of Umbral Power, which contains the following five Fragments:<br />
<br />
<br />
=== Shadow ===<br />
The Fragment of Shadow taught the mortal races to not fear the darkness, but welcome it, embrace it, even manipulate it. Physically or metaphysically, [[Shade|Shades]] can call forth shadows and darkness, to cloud vision, minds or emotions. They conceal themselves, then dredge up their opponents' darkest fears from the depths of their minds - occasionally calling such dark entities physically. Others may delve nearer to the absence of light - or anything else - and disallow light, or magic, or, some say, even divine forces, from tainting their battlefield, and others still may pluck a thread of darkness out of a natural shade and wield it as a weapon.<br />
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A Shade can master skills of Obfuscation, Dread, Gloom and Eclipse.<br />
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<br />
=== Deception ===<br />
The Fragment of Deception taught the mortal races the power of honesty - and absence thereof, and as such the inner design of politics and hidden agendas. Its more direct (ironically) proponents, [[Operative|Operatives]], are experts in all manners of concealment, whether from eyes in a dark alley, from ears in a political lobby, or from intentions, while behind a mask. They can infiltrate - shady gangs or noble courts - with the same amount of practiced ease, perform meticulous assassinations or cover up the sloppy attempts of others, and are experts in understanding, perceiving, and deploying, cons of any kind; consequently, they can insinuate themselves into the inner circles of unsuspecting targets or wards, and are therefore adept in the arts of seduction.<br />
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An Operative can master skills of Veil, Chicanery, Assassination and Escort.<br />
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=== Precision ===<br />
The Fragment of Precision gave the great gift of aiming to the mortal races, both physically in order to hit a target and metaphysically in order to chase after one's goals, as well as the exactitude to avoid collateral. [[Marskman|Marksmen]] emulate the Fragment's motion most accurately, internalizing the perception required to acquire a target, the focus needed to avoid distractions, whether physical or mental, the accuracy necessary to achieve a successful strike, and the range familiarity that makes anything they see their potential target. Obviously, Marksmen are skilled with any kind of ranged weapon, but often excel with bows.<br />
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A Marksman can master skills of Perception, Focus, Accuracy and Range.<br />
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<br />
=== Venture ===<br />
The Fragment of Venture showed to mortals the vastness of the realm they inhabit, and granted them the desire to explore it and uncover its secrets. Such dedicated [[Explorer|Explorers]] invariably possess a strong sense of wanderlust, and, depending on how long one has been indulging it, a familiarity to places, creatures and items that most consider anything from exotic to absurd. Explorers are very physically active and experts at navigating treacherous environments, as well as noticing - and figuring out - pitfalls and all other matters of unpleasantries, whether natural or man-made. It's true, however, that the average Explorer has survived much harsher odds than anyone else could consider even plausible, so the rumors about how they're Lady Fortune's favored abound.<br />
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An Explorer can master skills of Acrobatics, Devices, Wanderlust and Fortune.<br />
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=== Entrapment ===<br />
The Fragment of Entrapment showed the mortal races of alternative means to attain victory over prey and foe. [[Hunter|Hunters]] may occasionally bring a deer down with an arrow, but knowing and understanding every bit of their environment, scouting every friend, ally, foe and target within it, and create ambushes or crafted traps - simple and straightforward or elaborate - is a process they enjoy every bit of.<br />
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A Hunter can master skills of Scouting, Snares, Ambush and Fauna.<br />
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[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Powers&diff=98Powers2016-07-25T14:03:45Z<p>Kyuval: </p>
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<div><br />
__NOTOC__<br />
<br />
== The Wheels of Power ==<br />
For what most people know, the Wheels of Power, or, more accurately, their Fragments, are abstract representations of the potential of the mortal races. That explanation is not untrue, but it only scrapes the surface of the potency and importance of the Wheels, which carry almost the entirety of power of the divines as they are supposed to be filtered to be utilized by mortals.<br />
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{|<br />
| [[Wheel of Martial Power | <img style="width: 300px; height: auto; float: left;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Martial-Power-Small.png">]]<br />
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=== Wheel of Martial Power ===<br />
<sup>See: [[Wheel of Martial Power]]</sup><br />
<br />
Imbued by [[Mhortai]], the Firstborn, to contain all essence of martial prowess, the Wheel of Martial Power used to govern all interactions that involved direct force and raw physical power. It defined violent conflict, brute force, combat prowess and strategic thinking, as well as more abstract concepts such as vehemence and vengeance.<br />
<br />
It has been broken into the shards of Strength, Defense, Discipline, Finesse and Fury, each now governing a share of martial aspects. Their influences gave rise to a slew of talents and skills among the mortal races, but most importantly the Warriors, Bulwarks, Disciples, Fencers and Berserkers.<br />
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{|<br />
| [[Wheel of Ether Power | <img style="width: 300px; float: left; height: auto; display: block; margin: auto;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Ether-Power-Small.png">]]<br />
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=== Wheel of Ether Power ===<br />
<sup>See: [[Wheel of Ether Power]]</sup><br />
<br />
Imbued by Neketh, the All-Seeing Dragon, to contain all essence of magical prowess, the Wheel of Ether Power used to govern every law, rule and nuance of interaction between the physical world and the Ether, and every usage of power this connection elicited. It defined cosmic awareness, transcendent power and creative thinking, as well as the concepts of the Cosmos' fundamentals, such as the Elemental Forces.<br />
<br />
It has been broken into the Shards of Arcana, Elements, Harmony, Mentalism and Primal, each now governing a share of magical aspects. Their influence gave rise to a slew of talents and skills among the mortal races, but most importantly the Arcanists, Elementalists, Harmonists, Mentalists and Primalists.<br />
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|}<br />
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<div style="clear: both;"></div><br />
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{|<br />
| [[Wheel of Umbral Power | <img style="width: 300px; float: left; height: auto; display: block; margin: auto;" src="http://jinxrealm.com/wp-content/uploads/2015/12/Wheel-of-Umbral-Power-Small.png">]]<br />
|<br />
=== Wheel of Umbral Power ===<br />
<sup>See: [[Wheel of Umbral Power]]</sup><br />
<br />
Imbued by Aalis, the Unknown, to contain all essence of cunning and guile, the Wheel of Umbral Power used to govern all situations that involved worldly knowledge, social interactions or willful deception. It defined subtlety, know-how and manual dexterity, as well as the concepts of hiding, both physically and metaphysically, and luck.<br />
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It has broken into the Shards of Shadow, Deception, Precision, Venture and Entrapment, each now governing a share of subtle aspects. Their influence gave rise to a slew of talents and skills among the mortal races, but most importantly the Shades, Operatives, Marksmen, Explorers and Hunters.<br />
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|}<br />
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<div style="clear: both;"></div><br />
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<br />
== Divine Powers ==<br />
Even the Gods, now, tap into the Wheel Fragments when they work their miracles - such is the power they contain and the potential they hold within. However, before the incident with the Divine Source, divinities used that instead. For that reason, scholars suggest (in whispered tones) that the Gods have been forever diminished.<br />
<br />
There are, however, mentions that the Void is infinite, and however much is removed from His power, it remains infinite.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Origins&diff=97Origins2016-04-08T12:29:31Z<p>Kyuval: </p>
<hr />
<div>=== Embrace ===<br />
In the beginning there was {{DeityLink|Void|the Void}}, a powerful cosmic entity whose nature cannot be grasped or comprehended by mere mortals. For reasons still unknown to us, it created the sphere of [[Lands|Amelor]]. Initially the sphere was almost as small as a glass marble, but with each heartbeat of the Void, its size quadrupled. Finally, after a moment of eternity, it reached its current proportions.<br />
<br />
Then the Void hugged the new realm, kissed it four times and entered an eternal slumber. Moments later, Amelor gave birth to the first [[Pantheon|Gods]].<br />
<br />
<br />
=== Firstborn ===<br />
The firstborn was {{DeityLink|Neketh|Nekethitzemarilius, the All Seeing Dragon}}, progenitor of the whole draconic race and seer of immense intuition. The second born was {{DeityLink|Mhortai|Mhortai the Noble}}, loyal protector and Judge of the Living. Then came {{DeityLink|Dandrak|Dandrak, the Green Father}} and with his first cry nature flourished and his first tear gave birth to seas, rivers and lakes.<br />
<br />
But the early days of creation were barren, and there was nothing to see but the recently sprouted nature. Days passed and the godlings were growing bored, until the sound of giggling broke the unbearable silence. Amelor had given birth to yet another young deity, this time a breathtakingly beautiful goddess. {{DeityLink|Aalis|Aalis, the Seductress}} flew gracefully towards her siblings and after she curtsied like a master courtier, she passionately kissed them one by one and whispered sweetly to each of them promises of eternal love and devotion.<br />
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<br />
=== Divine Hunger ===<br />
The era that followed was one of competition and constant bickering among the gods, in their attempts to gain, or retain, the favor of Aalis. Before long, however, their contests and challenges grew out of proportion, and the world itself was beginning to feel the strain. The sounds of their struggles woke up the Void, who decided that a lesson needed to be taught.<br />
<br />
With just a single thought, a rune was inscribed on the forehead of the young gods, who immediately felt their powers fade away and a hunger growing until it was unbearable. Dandrak provided the best fruits he could harvest, but nothing seemed to sate their appetite, which seemed more one of spirit than of body. Aalis burst into tears and shouted to her father that she was not to blame, and the Void, for reasons unknown, decided to remove her rune, and thus the Divine Hunger, from her.<br />
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<br />
=== Shards ===<br />
The young gods received a lesson, then, and were informed that, if they wanted to survive, they would have to put aside their differences and work together. Neketh was the first to comply with that advice, recognizing the transcendent wisdom in it, and invited his brothers to do the same. Dandrak bowed with respect to his brothers and apologized for his misconduct. Lastly, Mhortai, the Noble, agreed to join forces with his brothers but he informed them that after they find a way to sate their hunger, he would challenge them in a duel for the heart of Aalis.<br />
<br />
The day after the gods reached an agreement a new breed of creatures appeared on Amelor, presumably a gift of the Void. They were quickly named Shards by the gods, because they felt incomplete as entities; they were spirits with no other purpose than to serve. They were incorporeal, so they had no need for food or rest, they had no passions, no goals, and no ambitions; their whole existence was an endless prayer that sated the Divine Hunger of the Gods and empowered them by heightening their divine abilities.<br />
<br />
<br />
=== Imprisonment ===<br />
Aalis, who had a vampiric relation with her brothers, thrived by filling them with lust and then draining all their emotions. In the time after the appearance of the Shards, where divine power was more tangible than before, she slowly became more and more powerful, until, in a moment of unspeakable arrogance, she attempted the inconceivable: to seduce her Father.<br />
<br />
The Void, an entity so far beyond mortal or even divine ken, regarded his daughter, then imprisoned her in the Womb of Amelor.<br />
<br />
Aalis screamed and cried, but eventually understood she would not convince her Father like she had assumed she had done with the rune of the Divine Hunger, so she pleaded with Him calmly, but she was only met with silence. Eventually, she turned to her brothers, and they also attempted to negotiate her release with the Void to similar results.<br />
<br />
In the end, she was imprisoned for ten thousand years.<br />
<br />
<br />
=== Divine Murder ===<br />
When Aalis was released she was but a mere fragment of her former self. Her power had diminished greatly, her expression carried a twist of madness, and she wanted, she ''needed'' to feed.<br />
<br />
She seduced Dandrak while they had a walk in the [[Garden of Talasta]] and during their passionate embrace she drew Heart's Ache from her hair, a dagger gifted to her by Mhortai. The blade drank deep, and the blood of the Green Father sprayed the soil, instigating a series of cataclysmic events as the planet became aware of the treason.<br />
<br />
With that first murder, with that first extinguishing of a divine flame, volcanoes covered the land with fire and the sky with ash, earthquakes leveled mountains and the sea swallowed islands whole.<br />
<br />
Aalis, inspecting the results of her actions, fearing a renewed punishment from her Father, shucked the weight of her actions like a bloodstained sheet, and put the blame in the delivering weapon. The dagger, now carrying the weight of that sin, being the point of that much damage, blackened and twisted, and as she hid it away, she realized its name had changed; it was now Heartbreak.<br />
<br />
<br />
=== Duel ===<br />
Neketh, horrified by Aalis' actions, the loss of his brother, the destruction she had wrought to the world, turned to her and managed to entrap her in a never-ending maze. Mhortai, blinded by his passion for her, assaulted his brother, but Neketh was the All Seeing and had predicted his sibling's betrayal. The battle ended seconds after it started, with Mhortai, the Noble One, on his knees before the Dragon Lord, begging for an end to his heart's torture by death. Neketh did raise his claw to grant that wish, but as if it had been a gesture of acquiescence, the earth around them gave birth to animals, and then more exotic beings of profound beauty, like unicorns, pegasi, and nymphs. Their dead brother was sending them a message.<br />
<br />
Neketh spared Mhortai's life, and they sat down in discussion. What was said is not known, but Mhortai agreed to Neketh's wisdom, and moreover vowed never to harm a dragon again. Together, they traveled to the maze that held Aalis, informing their sister of their new plan.<br />
<br />
Why Neketh could foresee Mhortai's betrayal but not Aalis', or, if he did foresee it, why he did not act before Dandrak's murder, is a question that was never answered.<br />
<br />
<br />
=== Wheels of Power ===<br />
The three Gods would use their blood to give the Shards a corporeal form and free will, so they would have a people to observe and direct - the two had concluded that their boredom was the source of most misfortunes. The Seductress listened to her brothers' plan calmly, displaying no emotion, and at length agreed to help them, if only to gain enough time to weave her next plot. When Neketh mentioned that this plan would not work without the blood of all four siblings, Aalis regarded him with suspicion - Heartbreak was likely the only place where their dead brother's blood could still be found, and she feared it was a ploy to have her reveal the murder weapon.<br />
<br />
Taking pains to avoid being followed to the dagger's hiding place, Aalis retrieved a drop of Dandrak's blood and returned to her brothers, who had began the process. It took longer than most of them had anticipated, and much more effort, but in the end, the Shards were granted bodies of flesh and blood.<br />
<br />
The three Gods observed the newly manifested Shards, but were quickly disappointed; they lacked spirit, imagination, creativity. They had no skills, they could not craft... they would surely perish in these new, harsh lands. Dismayed, Mhortai proposed the unthinkable: they could give them a portion of their own divine powers, give them a means to survive and prosper. But he did not know how to do that, and neither did Neketh or Aalis.<br />
<br />
That was when the Void appeared to them again, bringing with him three stone discs that stood hanging in the air, one in front of each God.<br />
<br />
The Void turned first to Aalis, who seemed fascinated by the disc in front of her. She moved to touch it but paused, glancing at the Void for hints of disapproval. Seeing none, she went ahead and touched the disc, which started glowing with her divine essence. She marveled at the process for a bit, but as she noticed that she was getting weaker she tried to pull back, only to realize she couldn't. Her surprise gave way to panic as she realized her Father was doing nothing to stop this, and she screamed as her divine force was being taken. Falling to her knees, hand still stuck to the wheel, she burst into tears, and kept sobbing until the last motes of her divine essence were gone. Only then did her body fall to the ground, finally free of the wheel, which now glowed with contained power.<br />
<br />
Mhortai protested throughout the process, but received no notice. As soon as Aalis fell, he knew he would follow her. He didn't merely touch his wheel, he punched it, his fist, as well as his jaw, clenched throughout the process which seemed - and felt - more forceful. He did not utter a word, under the studious gaze of both Neketh and the Void, until what was left of him was an armor-wearing hust that fell to the ground lifeless, next to his sister's body.<br />
<br />
After the process was complete, Neketh reached out with a claw and touched the wheel without hesitation, but nothing happened. He looked at the Void, puzzled. He received, in reply, a single word. "Patience".<br />
<br />
<br />
=== Dragon Gods ===<br />
For the first time in his life uncertain about what to do next, Neketh closed his eyes to think, descending in a state of deep meditation.<br />
<br />
He thought of Mhortai first, and his strength; not only his physical might, but also the strength of his will, which would let him sacrifice his life to follow what he loved. Who he loved.<br />
<br />
He thought of Aalis next, with her beauty and her charms and her wiles, and all the benefits those could reap if only she had been wiser. If only she hadn't murdered her brother.<br />
<br />
Thoughts of Dandrak came next, naturally. His close relationship with the land, the importance of the plants and the trees and the animals he spawned. The importance of his cause.<br />
<br />
Finally, he thought of himself, and he kept thinking for a long time.<br />
<br />
When Neketh finally opened his eyes, he saw four small dragons, mere hatchlings, around him. The red one was strong and proud, and by far the larger; he named him {{DeityLink|Pabschakri}}. The white one was pretty and lithe, and had impressive eyes; he named her {{DeityLink|Evorthrae}}. The green one was curious but serene, and where she walked grass grew and flowers bloomed; he named her {{DeityLink|Edartabor}}. The cyan one was the smallest, and quite shy, but she remained curled near him and he could see a familiar spark within her; he named her {{DeityLink|Naixen}}.<br />
<br />
And as he stood, the four dragons opened their wings and embarked on their journey.<br />
<br />
<br />
=== Divine Source ===<br />
When the four dragons had disappeared from the horizon, Neketh turned back to the Void.<br />
<br />
"I think I am ready," he whispered.<br />
<br />
"There is one more thing," was the answer, but the Void was not there anymore; near Neketh, a small spark had appeared.<br />
<br />
Neketh glanced ahead, and saw new gods ascending and needing power, and he understood. Then he placed a claw on the final wheel, and closed his eyes; the end of what he could see of himself was approaching fast.<br />
<br />
When the dragon lord's body fell, all three wheels glowed with unsustainable power, but in their midst the spark ignited, creating a giant, golden flame, which ascended to the sky.<br />
<br />
In the process, the red wheel cracked into five pieces where Mhortai's fist had hit it. The other wheels, separate but one, mirrored the crack, and by the time the golden flame departed and the wheels only held a distilled power that was possible to be wielded by mortals, they had broken to five parts each.<br />
<br />
And then specks of the wheels' power began scattering, seeking hosts, and finding them in the mortal bodies of the Shards.<br />
<br />
<br />
That is how the Era of the Four ended and the Archaic Era began.<br />
<br />
[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Main_Page&diff=96Main Page2016-03-25T11:51:06Z<p>Kyuval: </p>
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: <img style="float: left; width: 20px; background-color: #cccccc;" src="http://jinxrealm.com/wp-content/uploads/2015/01/steam.png" /> {{#tip-text: Steam | Coming Soon}}<br />
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{{News}}<br />
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<!-- IMPORTANT ENTITIES --><br />
<img style="width: 400px; height: auto;" src="http://jinxrealm.com/wp-content/uploads/2016/01/Important-Entities.png" /><br />
<div style="padding:2px 5px"><br />
;The Heroes<br />
* [[Jinx]]: An unknown (and unknowable), mysterious mage with a hidden agenda and a lack of words.<br />
* [[Colleen]]: A beastwoman bodyguard with a heavy past.<br />
* [[Blood]]: A bulldog with a sensitive heart and brutally savage fangs.<br />
<br />
;The Friends<br />
* [[NPCs|Friends, allies and acquaintances]] of the heroes. They generally have the benefit of the doubt.<br />
<br />
;The Foes<br />
* [[Enemies]] of the heroes, beyond all shadow of a doubt. Probably.<br />
<br />
;The Powers<br />
* An entire [[Pantheon]] of entities with an impressive variety of agendas and more than a few reasons to meddle with the world.<br />
</div><br />
<br />
<br />
<!-- TIMES AND PLACES --><br />
<img style="width: 400px; height: auto;" src="http://jinxrealm.com/wp-content/uploads/2016/01/Times-and-Places.png" /><br />
<div style="padding:2px 5px"><br />
;[[Origins]]<br />
: Cosmogony, and the state of things before the mortal races came to be.<br />
;[[Powers|The Wheels of Power]]<br />
: The source of every force in the Cosmos.<br />
;[[The Valley of Hearts]]<br />
: A gloomy, forgotten valley that imprisons all enemies of the Theocracy.<br />
<br />
<br />
: More to come soon!<br />
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''See [[Lore]] for more information.''<br />
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<div><br />
;[[Skills]]<br />
* Jinx's expansive collection of [[Spells]].<br />
* Colleen's best [[Techniques]].<br />
* Blood's most practiced - and most effective - [[Tricks]].<br />
<br />
<br />
;[[Tension Burst]]<br />
* [[Tension Flux]], Jinx's release of raw magical energy.<br />
* [[Tension Surge]], Colleen's adrenaline letting her tap parts of her soul she can't even understand.<br />
* [[Tension Vent]], Blood's release of pent up frustration into a furious rage worthy of a berserker.<br />
<br />
<br />
;[[Talents]]<br />
<br />
<br />
;[[Items]]<br />
* [[Armaments]] of the chosen, forever tied to their destinies.<br />
* Shardshaped [[Crystals]], holding the essence of arcane energies to be used at will.<br />
* Tinkered [[Trinkets]], devices that provide a variety of helpful effects under specific circumstances.<br />
* Collected [[Trophies]], paraphernalia that remind the best tactics to acquire more.<br />
<br />
<br />
;[[Status Effects|Maladies]] and other status effects.<br />
<br />
<br />
;[[Systems|System]] mechanics and other details about how the Cosmos works.<br />
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|}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Calendar&diff=95Calendar2016-03-24T12:38:43Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Astrology&diff=94Astrology2016-03-24T12:38:39Z<p>Kyuval: Created page with "{{Uc}}"</p>
<hr />
<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Misc&diff=93Misc2016-03-24T12:38:19Z<p>Kyuval: Created page with " This bookshelf contains a collection of topics in lore that do not belong to other categories. * Myths and Legends of Amelor, including factoids and theories arou..."</p>
<hr />
<div><br />
This bookshelf contains a collection of topics in lore that do not belong to other categories.<br />
<br />
<br />
* [[Myths|Myths and Legends]] of Amelor, including factoids and theories around them.<br />
<br />
* The official [[Calendar]] currently in use in Amelor, including details on its structure, seasons and months.<br />
<br />
* [[Astrology]], including its use and power, as well as commonly used constellations.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Tension_Flux&diff=92Tension Flux2016-03-24T12:15:57Z<p>Kyuval: </p>
<hr />
<div><br />
A [[Tension Burst]] used by [[Jinx]] is called a Tension Flux.<br />
<br />
Jinx's tension wells up around him and allows him to channel a vast amount of raw magical energy to his physical attacks, or let it out in a flux of magical onslaught.<br />
<br />
<section begin=Crushing Smile /><br />
{{TensionBurst<br />
| Crushing Smile<br />
| http://jinxrealm.com/wp-content/uploads/2015/11/Crushing-Smile.png<br />
| 1<br />
| 0<br />
| Instant<br />
| None<br />
| Jester's Laugh delivers a heavy blow, dealing standard damage. This attack cannot be a critical hit, but neither can it be dodged, parried or blocked.<br />
}}<br />
<section end=Crushing Smile /><br />
<br />
{{TensionBurst<br />
| ?????<br />
| http://jinxrealm.com/wp-content/uploads/2016/02/question_mark.png<br />
| 1<br />
| ?????<br />
| ?????<br />
| ?????<br />
| ?????<br />
}}<br />
<br />
<br />
{{TensionBurst<br />
| ?????<br />
| http://jinxrealm.com/wp-content/uploads/2016/02/question_mark.png<br />
| 1<br />
| ?????<br />
| ?????<br />
| ?????<br />
| ?????<br />
}}<br />
<br />
<section begin=Dark Visage /><br />
{{TensionBurst<br />
| Dark Visage<br />
| http://jinxrealm.com/wp-content/uploads/2015/11/Dark-Visage.png<br />
| 1<br />
| 8<br />
| Instant<br />
| Level 35<br />
| A black, blinding fog descends upon the battlefield, and a dark duplicate of Jinx appears in its midst for a few moments, before it laughs, shredding the fog and chilling the soul. This assault deals extreme magical damage to a single target, and very high damage to every other enemy. It also inflicts Panic to all enemies for 7 rounds.<br />
}}<br />
<section end=Dark Visage /><br />
<br />
{{TensionBurst<br />
| ?????<br />
| http://jinxrealm.com/wp-content/uploads/2016/02/question_mark.png<br />
| 1<br />
| ?????<br />
| ?????<br />
| ?????<br />
| ?????<br />
}}<br />
<br />
<br />
{{TensionBurst<br />
| ?????<br />
| http://jinxrealm.com/wp-content/uploads/2016/02/question_mark.png<br />
| 1<br />
| ?????<br />
| ?????<br />
| ?????<br />
| ?????<br />
}}<br />
<br />
<br />
{{TensionBurst<br />
| ?????<br />
| http://jinxrealm.com/wp-content/uploads/2016/02/question_mark.png<br />
| 1<br />
| ?????<br />
| ?????<br />
| ?????<br />
| ?????<br />
}}<br />
<br />
<section begin=Touch of the Void /><br />
{{TensionBurst<br />
| Touch of the Void<br />
| http://jinxrealm.com/wp-content/uploads/2015/11/Touch-of-the-Void.png<br />
| 1<br />
| 18<br />
| ?????<br />
| ?????<br />
| ?????<br />
}}<br />
<section end=Touch of the Void /></div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Ellevar&diff=91Ellevar2016-03-24T11:19:18Z<p>Kyuval: Redirected page to Lands#Ellevar</p>
<hr />
<div>#REDIRECT [[Lands#Ellevar]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Pantheon&diff=90Pantheon2016-03-24T11:01:34Z<p>Kyuval: </p>
<hr />
<div><br />
<br />
== Perennial Deities ==<br />
Created with the Cosmos, or brought into existence along with their domain, Perennial Deities just are. Their existence and presence is often obvious in the workings of their domain, but there is little ''proof'' of their existence other than through the miracles performed by their most devout followers.<br />
<br />
<br />
<section begin=Aalistre /><br />
{{Deity|Aalistre|http://jinxrealm.com/wp-content/uploads/2016/03/Aalistre.png|Perennial Deity|ah-LEE-streh|Goddess of Corruption|Mistress of Secrets, The Grey Princess|}}<br />
<section end=Aalistre /><br />
<br />
<section begin=Caranthor /><br />
{{Deity|Caranthor|http://jinxrealm.com/wp-content/uploads/2016/03/Caranthor.png|Perennial Deity|CAR-an-thor|God of Fear|The Abject Fear, The Phantasm of Dread, The Echoing Death|}}<br />
<section end=Caranthor /><br />
<br />
<section begin=Eo /><br />
{{Deity|Eo|http://jinxrealm.com/wp-content/uploads/2016/03/Eo.png|Perennial Deity|EE-oh|Goddess of Life|The Landscaper, The Crown of Dawn, The Cultivating Hand, The Homesteading Maiden|}}<br />
<section end=Eo /><br />
<br />
<section begin=Fortune /><br />
{{Deity|Fortune|http://jinxrealm.com/wp-content/uploads/2016/03/Fortune.png|Perennial Deity||Goddess of Luck|Lady Luck, Miss Fortune, The Fickle One, Arbiter of Fate|}}<br />
<section end=Fortune /><br />
<br />
<section begin=Golgoth /><section begin=Golgotha /><br />
{{Deity|Golgoth & Golgotha|http://jinxrealm.com/wp-content/uploads/2016/03/Golgoth-and-Golgotha.png|Perennial Deities||Twin Gods of Murder and Torture.|The Crimson Slayers, The Bane of Innocence, Troupe of Pain|}}<br />
<section end=Golgoth /><section end=Golgotha /><br />
<br />
<section begin=Kyrill /><br />
{{Deity|Kyrill|http://jinxrealm.com/wp-content/uploads/2016/03/Kyrill.png|Perennial Deity||God of Time|Keeper of the Hourglass, Lord Continuance, The Lost|In 1776 DR, Kyrill's clergy lost any connection to him. Some presume him dead, but his clergy hasn't given up on trying to locate him.}}<br />
<section end=Kyrill /><br />
<br />
<section begin=Kyuval /><br />
{{Deity|Kyuval|http://jinxrealm.com/wp-content/uploads/2016/03/Kyuval.png|Perennial Deity|KyOO-val|God of Knowledge|The Erudite, The Sagacious Skeptic, The Preceptor of Sapience, The Prudent Pedagogue|}}<br />
<section end=Kyuval /><br />
<br />
<section begin=Mhortai /><br />
{{Deity|Mhortai|http://jinxrealm.com/wp-content/uploads/2016/03/Mhortai.png|Perennial Deity|more-TAI|God of Highborn|The Ravenlord, The Starcrossed, The Thrice-Born, The Oppressor, The Broken, The Divine Puppet|Scholars wonder if it could be the same Mhortai as in 'Mhortai the Noble', loyal protector and Judge of the Living, mentioned in scriptures of ages past.}}<br />
<section end=Mhortai /><br />
<br />
<section begin=Najarah /><br />
{{Deity|Najarah|http://jinxrealm.com/wp-content/uploads/2016/03/Najarah.png|Perennial Deity|na-TZA-ra|Goddess of Endurance|The Sand Dancer, Najara of the Desert|}}<br />
<section end=Najarah /><br />
<br />
<section begin=Onyx /><br />
{{Deity|Onyx|http://jinxrealm.com/wp-content/uploads/2016/03/Onyx.png|Perennial Deity||God of Deception|The Protean Blade, The Shadowed Stalker, The Coin Conjurer|}}<br />
<section end=Onyx /><br />
<br />
<section begin=Silence /><br />
{{Deity|Silence|http://jinxrealm.com/wp-content/uploads/2016/03/Silence.png|Perennial Deity||Goddess of Tranquility|Apatheia, Empress of Lethargy, The Soothing Hymn|Grandmother of Skiar Chon.}}<br />
<section end=Silence /><br />
<br />
<section begin=Skiar Chon /><br />
{{Deity|Skiar Chon|http://jinxrealm.com/wp-content/uploads/2016/03/Skiar-Chon.png|Perennial Deity|SKEE-ar KHON|God of Nightmares|The Night Tyrant, The Trance Stalker, The Slumbering Terror|}}<br />
<section end=Skiar Chon /><br />
<br />
<section begin=Ylandi /><br />
{{Deity|Ylandi|http://jinxrealm.com/wp-content/uploads/2016/03/Ylandi.png|Perennial Deity|yee-LAND-ee|Goddess of Justice|The Justiciar, The Lawgiver, The Chained God, The Tortured Judge|}}<br />
<section end=Ylandi /><br />
<br />
<section begin=Xylia /><br />
{{Deity|Xylia|http://jinxrealm.com/wp-content/uploads/2016/03/Xylia.png|Perennial Deity|ZEE-lee-ah|Goddess of Forests|The Glade Wanderer, The Green Cherub, Keeper of Groves|}}<br />
<section end=Xylia /><br />
<br />
<br />
<br />
== Ascended Deities ==<br />
Born as mortals or otherwise existing in some mortal form before becoming Gods, Ascended Deities are closer to the realm of man than any other deity or power. Some of them may have walked the world for years before their ascension to godhood, and are quite familiar with the hardships of mortal life. Such deities often gather a lot of followers, especially among those that live in "holy lands" that said deity used to travel on. <br />
<br />
<section begin=Allura /><section begin=Merill /><section begin=Trista /><br />
{{Deity|Allura, Merill, Trista|http://jinxrealm.com/wp-content/uploads/2016/03/Allura-Merill-and-Trista.png|Ascended Deities||Gods of Innocence|The Blessed Triplets, The Incorruptible, Childhood's Wards, The Mud Children|}}<br />
<section end=Allura /><section end=Merill /><section end=Trista /><br />
<br />
<section begin=Aurius /><br />
{{Deity|Aurius|http://jinxrealm.com/wp-content/uploads/2016/03/Aurius.png|Ascended Deity|AWE-ree-oos|God of Honor|The Redeemer, The Dutiful Guardian, The Burdened Herald|}}<br />
<section end=Aurius /><br />
<br />
<section begin=Jester /><br />
{{Deity|Jester|http://jinxrealm.com/wp-content/uploads/2016/03/Jester.png|Ascended Deity||God of Mischief|The Trickster, The Masked Madman, Whisperer of Nothings|}}<br />
<section end=Jester /><br />
<br />
<section begin=Zhal /><br />
{{Deity|Knight Zhal|http://jinxrealm.com/wp-content/uploads/2016/03/Knight-Zhal.png|Ascended Deity||Goddess of Righteousness|The Holy Protector, The Archon of Virtue, The Shield of Perseverance|Aurius' Chosen, and widely regarded as Golgoth and Golgotha's sworn enemy.}}<br />
<section end=Zhal /><br />
<br />
<section begin=Lalaith /><br />
{{Deity|Lalaith|http://jinxrealm.com/wp-content/uploads/2016/03/Lalaith.png|Ascended Deity|LA-la-ith|Goddess of Hatred|The Scorned, The Shrill Scream, The Harbinger of Retribution|}}<br />
<section end=Lalaith /><br />
<br />
<section begin=Leos /><br />
{{Deity|Leos|http://jinxrealm.com/wp-content/uploads/2016/03/Leos.png|Ascended Deity||God of Love|The Principal Yearning, The Emissary of Passion, The Patron of Arts|Evorthrae's Lover.}}<br />
<section end=Leos /><br />
<br />
<section begin=Narcheed /><br />
{{Deity|Lord Narcheed|http://jinxrealm.com/wp-content/uploads/2016/03/Lord-Narcheed.png|Ascended Deity|NAR-keed|God of Arrogance|The Onliest Reflection, The Immaculate Argent, The Abstruse Perfection|}}<br />
<section end=Narcheed /><br />
<br />
<section begin=Marduk /><br />
{{Deity|Marduk|http://jinxrealm.com/wp-content/uploads/2016/03/Marduk.png|Ascended Deity||God of Plundering|The Pirate King, Taker of Riches, The Treasure Hunter|}}<br />
<section end=Marduk /><br />
<br />
<section begin=Raune /><br />
{{Deity|Raune|http://jinxrealm.com/wp-content/uploads/2016/03/Raune.png|Ascended Deity|ROW-ne|Goddess of the Dead|Minstrel of Requiems, Scourge of the Unclean, Nevara's Breath|}}<br />
<section end=Raune /><br />
<br />
<section begin=Rithenil /><br />
{{Deity|Rithenil|http://jinxrealm.com/wp-content/uploads/2016/03/Rithenil.png|Ascended Deity|REETH-en-eel (hard 'th', like 'Earth')|God of Revolution|The Flagbearer, Avatar of Courage, The Mountainborn|}}<br />
<section end=Rithenil /><br />
<br />
<section begin=Shear /><br />
{{Deity|Shear|http://jinxrealm.com/wp-content/uploads/2016/03/Shear.png|Ascended Deity||God of Destruction|The Desiccator, Mist of Extinction, The Ever-rotting|}}<br />
<section end=Shear /><br />
<br />
<section begin=Thraxos /><br />
{{Deity|Thraxos|http://jinxrealm.com/wp-content/uploads/2016/03/Thraxos.png|Ascended Deity|THRA-xos|God of Undeath|The Spirit Trapper, Bane of Souls, The Archlich|}}<br />
<section end=Thraxos /><br />
<br />
<section begin=Xhaer /><br />
{{Deity|Xhaer|http://jinxrealm.com/wp-content/uploads/2016/03/Xhaer.png|Ascended Deity|ZHA-er|Goddess of Swordmanship|The Bladefury, The Battle Champion, The Caged Deity|Rithenil's Consort.}}<br />
<section end=Xhaer /><br />
<br />
<br />
<br />
== Primordial Forces ==<br />
The Elemental Sovereigns are primordial entities, the literal embodiment of the raw, primal elements found in the Cosmos. They do not concern themselves with mortal disputes, and do not identify with - or recognize - classifications of ethics, like "good" and "evil".<br />
<br />
Scholars suggest that while the Sovereigns may assume smaller elemental shapes to interact with the world, those avatars remain colossal; to move in their true form would change the shape of the world.<br />
<br />
<section begin=Ethrenos /><br />
{{Deity|Ethrenos|http://jinxrealm.com/wp-content/uploads/2016/03/Ethrenos.png|Primordial Force|E-thre-nos (hard 'th', as in 'Earth')|The Elemental Sovereign of Fire and Earth|Master of the Forge, The Molten Wrath|Patron of crafters.}}<br />
<section end=Ethrenos /><br />
<br />
<section begin=Lungdus /><br />
{{Deity|Lungdus|http://jinxrealm.com/wp-content/uploads/2016/03/Lungdus.png|Primordial Force|LUNG-doos|The Elemental Sovereign of Water|Tamer of Waves, Baron of Tides, The Great Purger|}}<br />
<section end=Lungdus /><br />
<br />
<section begin=Nevera /><br />
{{Deity|Nevera|http://jinxrealm.com/wp-content/uploads/2016/03/Nevera.png|Primordial Force|ne-VEE-rah|The Elemental Sovereign of Air|The Stormbringer, The Wind Rider|Raune's Paramour.}}<br />
<section end=Nevera /><br />
<br />
<br />
<br />
== Draconic Powers ==<br />
The Dragon Deities were the first Gods to emerge in Amelor; Children of The Four, and Grandchildren of The Void himself, every other cosmic power treats them with respect born either out of fear or admiration.<br />
<br />
The Dragons are considered creator gods, as they supposedly breathed life into the race of the [[Shards]], and turned them into the four (some say five) major races that exist today.<br />
<br />
<br />
<section begin=Pabschakri /><br />
{{Deity|Pabschakri, The Fierce Red|http://jinxrealm.com/wp-content/uploads/2016/03/Pabschakri.png|Draconic Power|pab-SHA-kree|Dragon God of Might|The Dragonlord|Mhortai's progeny, the first Kaernian.}}<br />
<section end=Pabschakri /><br />
<br />
<section begin=Naixen /><br />
{{Deity|Naixen, The Ether Cyan|http://jinxrealm.com/wp-content/uploads/2016/03/Naixen.png|Draconic Power|NEY-zen|Dragon Goddess of Magic|Reverie Muse, The Vestige Queen|Neketh's chosen.}}<br />
<section end=Naixen /><br />
<br />
<section begin=Evorthrae /><br />
{{Deity|Evorthrae, the Sly White|http://jinxrealm.com/wp-content/uploads/2016/03/Evorthrae.png|Draconic Power|ae-vore-THRA-ee (hard 'th', like 'Earth')|Dragon Goddess of Seduction|The Scaled Captive, The Concubine, The Lustbringer|}}<br />
<section end=Evorthrae /><br />
<br />
<section begin=Edartabor /><br />
{{Deity|Edartabor, The Lost Viridescent|http://jinxrealm.com/wp-content/uploads/2016/03/Edartabor.png|Draconic Power|ae-DART-a-bore|Dragon Goddess of Nature|The Serene Wing, Seraph of Peace|Ethrenos' savior.}}<br />
<section end=Edartabor /><br />
<br />
<br />
<br />
== Oversouls ==<br />
The Oversouls are a collection of lesser souls (often powerful entities, but can potentially be as simple as mortal) that collectively have power and reach equivalent to that of Gods, and are thus elevated in status; although not Godhood, something very close.<br />
<br />
<section begin=Council of Pestilence /><br />
{{Deity|Council of Pestilence|http://jinxrealm.com/wp-content/uploads/2016/03/Council-of-Pestilence.png|Oversoul||Divine entities of Pestilence|The Iridescent Riders, The Plaguebringers|}}<br />
<section end=Council of Pestilence /><br />
<br />
<br />
<br />
== Distant Deities ==<br />
The distant deities are unknown to the common man, and even most scholars. They may be beings of such cosmic power that no mortal can even remotely relate to, or entities that never harbored followers, temples or dogma. Some may be referenced in academia as cosmic truths, others may only be found in whispered legends or drunken tales.<br />
<br />
<br />
<section begin=Void /><br />
{{Deity|The Void||Distant Deity||Higher Power|Creator of Cosmos, The Veiled Power, The Distant, The Occult|}}<br />
<section end=Void /><br />
<br />
<section begin=Lady of Sorrows /><br />
{{Deity|Lady of Sorrows||Distant Deity||Divine entity of bad omens|The Mud Dancer, She of the Rain|}}<br />
<section end=Lady of Sorrows /><br />
<br />
<section begin=Queen /><br />
{{Deity|The Queen||Unknown entity||Unknown||Often confused as "Goddess of the Unknown".}}<br />
<section end=Queen /><br />
<br />
<section begin=Neketh /><br />
{{Deity|Nekethitzemarilius, the All Seeing Dragon||Distant Deity||Dragon God of Magic|Neketh|Progenitor of the Draconian race, and seer of immense intuition. Presumed dead.}}<br />
<section end=Neketh /><br />
<br />
<section begin=Dandrak /><br />
{{Deity|Dandrak||Distant Deity|DAHN-drahk|God of Nature|The Green Father|Possible creator of nature and wildlife. Presumed dead.}}<br />
<section end=Dandrak /><br />
<br />
<section begin=Amelor /><br />
{{Deity|Amelor||Divine Personification|AH-meh-lore|The World||Personification of the entire world. Most scholars disagree if she was ever an actual deity.}}<br />
<section end=Amelor /><br />
<br />
<section begin=Aalis /><br />
{{Deity|Aalis||Unknown entity||||Very little is known, even by the most learned of scholars, about this name mentioned in obscure texts discussing cosmogony. It's possible she was a daughter of Amelor; possibly an early personification of a continent, or a mortal trait.}}<br />
<section end=Aalis /><br />
<br />
<section begin=Unknown /><br />
{{Deity|Unknown||Unknown entity|||The Ewer of Mysteries, The Cryptic Mind, The Insoluble Puzzle|}}<br />
<section end=Unknown /><br />
<br />
<section begin=Ovankith /><br />
{{Deity|Ovankith|http://jinxrealm.com/wp-content/uploads/2016/03/Ovankith.png|Distant Deity|OH-van-kith|God of Reincarnation|Husk of Metempsychosis, The Everlasting Serpent, The Ceaseless Wheel|Presumed, ironically, dead.}}<br />
<section end=Ovankith /></div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Origins&diff=89Origins2016-03-21T16:23:31Z<p>Kyuval: Created page with "=== Embrace === In the beginning there was {{DeityLink|Void|the Void}}, a powerful cosmic entity whose nature cannot be grasped or comprehended by mere mortals. For reasons st..."</p>
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<div>=== Embrace ===<br />
In the beginning there was {{DeityLink|Void|the Void}}, a powerful cosmic entity whose nature cannot be grasped or comprehended by mere mortals. For reasons still unknown to us, it created the sphere of [[Lands|Amelor]]. Initially the sphere was almost as small as a glass marble, but with each heartbeat of the Void, its size quadrupled. Finally, after a moment of eternity, it reached its current proportions.<br />
<br />
Then the Void hugged the new realm, kissed it four times and entered an eternal slumber. Moments later, Amelor gave birth to the first [[Pantheon|Gods]].<br />
<br />
<br />
=== Firstborn ===<br />
The firstborn was {{DeityLink|Neketh|Nekethitzemarilius, the All Seeing Dragon}}, progenitor of the whole draconic race and seer of immense intuition. The second born was {{DeityLink|Mhortai|Mhortai the Noble}}, loyal protector and Judge of the Living. Then came {{DeityLink|Dandrak|Dandrak, the Green Father}} and with his first cry nature flourished and his first tear gave birth to seas, rivers and lakes.<br />
<br />
But the early days of creation were barren, and there was nothing to see but the recently sprouted nature. Days passed and the godlings were growing bored, until the sound of giggling broke the unbearable silence. Amelor had given birth to yet another young deity, this time a breathtakingly beautiful goddess. {{DeityLink|Aalis|Aalis, the Seductress}} flew gracefully towards her siblings and after she curtsied like a master courtier, she passionately kissed them one by one and whispered sweetly to each of them promises of eternal love and devotion.<br />
<br />
<br />
=== Divine Hunger ===<br />
The era that followed was one of competition and constant bickering among the gods, in their attempts to gain, or retain, the favor of Aalis. Before long, however, their contests and challenges grew out of proportion, and the world itself was beginning to feel the strain. The sounds of their struggles woke up the Void, who decided that a lesson needed to be taught.<br />
<br />
With just a single thought, a rune was inscribed on the forehead of the young gods, who immediately felt their powers fade away and a hunger growing until it was unbearable. Dandrak provided the best fruits he could harvest, but nothing seemed to sate their appetite, which seemed more one of spirit than of body. Aalis burst into tears and shouted to her father that she was not to blame, and the Void, for reasons unknown, decided to remove her rune, and thus the Divine Hunger, from her.<br />
<br />
<br />
=== Shards ===<br />
The young gods received a lesson, then, and were informed that, if they wanted to survive, they would have to put aside their differences and work together. Neketh was the first to comply with that advice, recognizing the transcendent wisdom in it, and invited his brothers to do the same. Dandrak bowed with respect to his brothers and apologized for his misconduct. Lastly, Mhortai, the Noble, agreed to join forces with his brothers but he informed them that after they find a way to sate their hunger, he would challenge them in a duel for the heart of Aalis.<br />
<br />
The day after the gods reached an agreement a new breed of creatures appeared on Amelor, presumably a gift of the Void. They were quickly named Shards by the gods, because they felt incomplete as entities; they were spirits with no other purpose than to serve. They were incorporeal, so they had no need for food or rest, they had no passions, no goals, and no ambitions; their whole existence was an endless prayer that sated the Divine Hunger of the Gods and empowered them by heightening their divine abilities.<br />
<br />
<br />
=== Imprisonment ===<br />
Aalis, who had a vampiric relation with her brothers, thrived by filling them with lust and then draining all their emotions. In the time after the appearance of the Shards, where divine power was more tangible than before, she slowly became more and more powerful, until, in a moment of unspeakable arrogance, she attempted the inconceivable: to seduce her Father.<br />
<br />
The Void, an entity so far beyond mortal or even divine ken, regarded his daughter, then imprisoned her in the Womb of Amelor.<br />
<br />
Aalis screamed and cried, but eventually understood she would not convince her Father like she had assumed she had done with the rune of the Divine Hunger, so she pleaded with Him calmly, but she was only met with silence. Eventually, she turned to her brothers, and they also attempted to negotiate her release with the Void to similar results.<br />
<br />
In the end, she was imprisoned for ten thousand years.<br />
<br />
<br />
=== Divine Murder ===<br />
When Aalis was released she was but a mere fragment of her former self. Her power had diminished greatly, her expression carried a twist of madness, and she wanted, she ''needed'' to feed.<br />
<br />
She seduced Dandrak while they had a walk in the [[Garden of Talasta]] and during their passionate embrace she drew Heart's Ache from her hair, a dagger gifted to her by Mhortai. The blade drank deep, and the blood of the Green Father sprayed the soil, instigating a series of cataclysmic events as the planet became aware of the treason.<br />
<br />
With that first murder, with that first extinguishing of a divine flame, volcanoes covered the land with fire and the sky with ash, earthquakes leveled mountains and the sea swallowed islands whole.<br />
<br />
Aalis, inspecting the results of her actions, fearing a renewed punishment from her Father, shucked the weight of her actions like a bloodstained sheet, and put the blame in the delivering weapon. The dagger, now carrying the weight of that sin, being the point of that much damage, blackened and twisted, and as she hid it away, she realized its named had changed; it was now Heartbreak.<br />
<br />
<br />
=== Duel ===<br />
Neketh, horrified by Aalis' actions, the loss of his brother, the destruction she had wrought to the world, turned to her and managed to entrap her in a never-ending maze. Mhortai, blinded by his passion for her, assaulted his brother, but Neketh was the All Seeing and had predicted his sibling's betrayal. The battle ended seconds after it lasted, with Mhortai, the Noble One, on his knees before the Dragon Lord, begging for an end to his heart's torture by death. Neketh did raise his claw to grant that wish, but as if it had been a gesture of acquiescence, the earth around them gave birth to animals, and then more exotic beings of profound beauty, like unicorns, pegasi, and nymphs. Their dead brother was sending them a message.<br />
<br />
Neketh spared Mhortai's life, and they sat down in discussion. What was said is not known, but Mhortai agreed to Neketh's wisdom, and moreover vowed never to harm a dragon again. Together, they traveled to the maze that held Aalis, informing their sister of their new plan.<br />
<br />
Why Neketh could foresee Mhortai's betrayal but not Aalis', or, if he did foresee it, why he did not act before Dandrak's murder, is a question that was never answered.<br />
<br />
<br />
=== Wheels of Power ===<br />
The three Gods would use their blood to give the Shards a corporeal form and free will, so they would have a people to observe and direct - the two had concluded that their boredom was the source of most misfortunes. The Seductress listened to her brothers' plan calmly, displaying no emotion, and at length agreed to help them, if only to gain enough time to weave her next plot. When Neketh mentioned that this plan would not work without the blood of all four siblings, Aalis regarded him with suspicion - Heartbreak was likely the only place where their dead brother's blood could still be found, and she feared it was a ploy to have her reveal the murder weapon.<br />
<br />
Taking pains to avoid being followed to the dagger's hiding place, Aalis retrieved a drop of Dandrak's blood and returned to her brothers, who had began the process. It took longer than most of them had anticipated, and much more effort, but in the end, the Shards were granted bodies of flesh and blood.<br />
<br />
The three Gods observed the newly manifested Shards, but were quickly disappointed; they lacked spirit, imagination, creativity. They had no skills, they could not craft... they would surely perish in these new, harsh lands. Dismayed, Mhortai proposed the unthinkable: they could give them a portion of their own divine powers, give them a means to survive and prosper. But he did not know how to do that, and neither did Neketh or Aalis.<br />
<br />
That was when the Void appeared to them again, bringing with him three stone discs that stood hanging in the air, one in front of each God.<br />
<br />
The Void turned first to Aalis, who seemed fascinated by the disc in front of her. She moved to touch it but paused, glancing at the Void for hints of disapproval. Seeing none, she went ahead and touched the disc, which started glowing with her divine essence. She marveled at the process for a bit, but as she noticed that she was getting weaker she tried to pull back, only to realize she couldn't. Her surprise gave way to panic as she realized her Father was doing nothing to stop this, and she screamed as her divine force was being taken. Falling to her knees, hand still stuck to the wheel, she burst into tears, and kept sobbing until the last motes of her divine essence were gone. Only then did her body fall to the ground, finally free of the wheel, which now glowed with contained power.<br />
<br />
Mhortai protested throughout the process, but received no notice. As soon as Aalis fell, he knew he would follow her. He didn't merely touch his wheel, he punched it, his fist, as well as his jaw, clenched throughout the process which seemed - and felt - more forceful. He did not utter a word, under the studious gaze of both Neketh and the Void, until what was left of him was an armor-wearing hust that fell to the ground lifeless, next to his sister's body.<br />
<br />
After the process was complete, Neketh reached out with a claw and touched the wheel without hesitation, but nothing happened. He looked at the Void, puzzled. He received, in reply, a single word. "Patience".<br />
<br />
<br />
=== Dragon Gods ===<br />
For the first time in his life uncertain about what to do next, Neketh closed his eyes to think, descending in a state of deep meditation.<br />
<br />
He thought of Mhortai first, and his strength; not only his physical might, but also the strength of his will, which would let him sacrifice his life to follow what he loved. Who he loved.<br />
<br />
He thought of Aalis next, with her beauty and her charms and her wiles, and all the benefits those could reap if only she had been wiser. If only she hadn't murdered her brother.<br />
<br />
Thoughts of Dandrak came next, naturally. His close relationship with the land, the importance of the plants and the trees and the animals he spawned. The importance of his cause.<br />
<br />
Finally, he thought of himself, and he kept thinking for a long time.<br />
<br />
When Neketh finally opened his eyes, he saw four small dragons, mere hatchlings, around him. The red one was strong and proud, and by far the larger; he named him {{DeityLink|Pabschakri}}. The white one was pretty and lithe, and had impressive eyes; he named her {{DeityLink|Evorthrae}}. The green one was curious but serene, and where she walked grass grew and flowers bloomed; he named her {{DeityLink|Edartabor}}. The cyan one was the smallest, and quite shy, but she remained curled near him and he could see a familiar spark within her; he named her {{DeityLink|Naixen}}.<br />
<br />
And as he stood, the four dragons opened their wings and embarked on their journey.<br />
<br />
<br />
=== Divine Source ===<br />
When the four dragons had disappeared from the horizon, Neketh turned back to the Void.<br />
<br />
"I think I am ready," he whispered.<br />
<br />
"There is one more thing," was the answer, but the Void was not there anymore; near Neketh, a small spark had appeared.<br />
<br />
Neketh glanced ahead, and saw new gods ascending and needing power, and he understood. Then he placed a claw on the final wheel, and closed his eyes; the end of what he could see of himself was approaching fast.<br />
<br />
When the dragon lord's body fell, all three wheels glowed with unsustainable power, but in their midst the spark ignited, creating a giant, golden flame, which ascended to the sky.<br />
<br />
In the process, the red wheel cracked into five pieces where Mhortai's fist had hit it. The other wheels, separate but one, mirrored the crack, and by the time the golden flame departed and the wheels only held a distilled power that was possible to be wielded by mortals, they had broken to five parts each.<br />
<br />
And then specks of the wheels' power began scattering, seeking hosts, and finding them in the mortal bodies of the Shards.<br />
<br />
<br />
That is how the Era of the Four ended and the Archaic Era began.<br />
<br />
[[Category:Lore]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Pantheon&diff=88Pantheon2016-03-21T12:34:42Z<p>Kyuval: </p>
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<div><br />
<br />
== Perennial Deities ==<br />
Created with the Cosmos, or brought into existence along with their domain, Perennial Deities just are. Their existence and presence is often obvious in the workings of their domain, but there is little ''proof'' of their existence other than through the miracles performed by their most devout followers.<br />
<br />
<br />
<section begin=Aalistre /><br />
{{Deity|Aalistre|http://jinxrealm.com/wp-content/uploads/2016/03/Aalistre.png|Perennial Deity|ah-LEE-streh|Goddess of Corruption|Mistress of Secrets, The Grey Princess|}}<br />
<section end=Aalistre /><br />
<br />
<section begin=Caranthor /><br />
{{Deity|Caranthor|http://jinxrealm.com/wp-content/uploads/2016/03/Caranthor.png|Perennial Deity|CAR-an-thor|God of Fear|The Abject Fear, The Phantasm of Dread, The Echoing Death|}}<br />
<section end=Caranthor /><br />
<br />
<section begin=Eo /><br />
{{Deity|Eo|http://jinxrealm.com/wp-content/uploads/2016/03/Eo.png|Perennial Deity|EE-oh|Goddess of Life|The Landscaper, The Crown of Dawn, The Cultivating Hand, The Homesteading Maiden|}}<br />
<section end=Eo /><br />
<br />
<section begin=Fortune /><br />
{{Deity|Fortune|http://jinxrealm.com/wp-content/uploads/2016/03/Fortune.png|Perennial Deity||Goddess of Luck|Lady Luck, Miss Fortune, The Fickle One, Arbiter of Fate|}}<br />
<section end=Fortune /><br />
<br />
<section begin=Golgoth /><section begin=Golgotha /><br />
{{Deity|Golgoth & Golgotha|http://jinxrealm.com/wp-content/uploads/2016/03/Golgoth-and-Golgotha.png|Perennial Deities||Twin Gods of Murder and Torture.|The Crimson Slayers, The Bane of Innocence, Troupe of Pain|}}<br />
<section end=Golgoth /><section end=Golgotha /><br />
<br />
<section begin=Kyrill /><br />
{{Deity|Kyrill|http://jinxrealm.com/wp-content/uploads/2016/03/Kyrill.png|Perennial Deity||God of Time|Keeper of the Hourglass, Lord Continuance, The Lost|In 1776 DR, Kyrill's clergy lost any connection to him. Some presume him dead, but his clergy hasn't given up on trying to locate him.}}<br />
<section end=Kyrill /><br />
<br />
<section begin=Kyuval /><br />
{{Deity|Kyuval|http://jinxrealm.com/wp-content/uploads/2016/03/Kyuval.png|Perennial Deity|KyOO-val|God of Knowledge|The Erudite, The Sagacious Skeptic, The Preceptor of Sapience, The Prudent Pedagogue|}}<br />
<section end=Kyuval /><br />
<br />
<section begin=Mhortai /><br />
{{Deity|Mhortai|http://jinxrealm.com/wp-content/uploads/2016/03/Mhortai.png|Perennial Deity|more-TAI|God of Highborn|The Ravenlord, The Starcrossed, The Thrice-Born, The Oppressor, The Broken, The Divine Puppet|Scholars wonder if it could be the same Mhortai as in 'Mhortai the Noble', loyal protector and Judge of the Living, mentioned in scriptures of ages past.}}<br />
<section end=Mhortai /><br />
<br />
<section begin=Najarah /><br />
{{Deity|Najarah|http://jinxrealm.com/wp-content/uploads/2016/03/Najarah.png|Perennial Deity|na-TZA-ra|Goddess of Endurance|The Sand Dancer, Najara of the Desert|}}<br />
<section end=Najarah /><br />
<br />
<section begin=Onyx /><br />
{{Deity|Onyx|http://jinxrealm.com/wp-content/uploads/2016/03/Onyx.png|Perennial Deity||God of Deception|The Protean Blade, The Shadowed Stalker, The Coin Conjurer|}}<br />
<section end=Onyx /><br />
<br />
<section begin=Silence /><br />
{{Deity|Silence|http://jinxrealm.com/wp-content/uploads/2016/03/Silence.png|Perennial Deity||Goddess of tranquility|Apatheia, Empress of Lethargy, The Soothing Hymn|Grandmother of Skiar Chon.}}<br />
<section end=Silence /><br />
<br />
<section begin=Skiar Chon /><br />
{{Deity|Skiar Chon|http://jinxrealm.com/wp-content/uploads/2016/03/Skiar-Chon.png|Perennial Deity|SKEE-ar KHON|God of Nightmares|The Night Tyrant, The Trance Stalker, The Slumbering Terror|}}<br />
<section end=Skiar Chon /><br />
<br />
<section begin=Ylandi /><br />
{{Deity|Ylandi|http://jinxrealm.com/wp-content/uploads/2016/03/Ylandi.png|Perennial Deity|yee-LAND-ee|Goddess of Justice|The Justiciar, The Lawgiver, The Chained God, The Tortured Judge|}}<br />
<section end=Ylandi /><br />
<br />
<section begin=Xylia /><br />
{{Deity|Xylia|http://jinxrealm.com/wp-content/uploads/2016/03/Xylia.png|Perennial Deity|ZEE-lee-ah|Goddess of Forests|The Glade Wanderer, The Green Cherub, Keeper of Groves|}}<br />
<section end=Xylia /><br />
<br />
<br />
<br />
== Ascended Deities ==<br />
Born as mortals or otherwise existing in some mortal form before becoming Gods, Ascended Deities are closer to the realm of man than any other deity or power. Some of them may have walked the world for years before their ascension to godhood, and are quite familiar with the hardships of mortal life. Such deities often gather a lot of followers, especially among those that live in "holy lands" that said deity used to travel on. <br />
<br />
<section begin=Allura /><section begin=Merill /><section begin=Trista /><br />
{{Deity|Allura, Merill, Trista|http://jinxrealm.com/wp-content/uploads/2016/03/Allura-Merill-and-Trista.png|Ascended Deities||Gods of Innocence|The Blessed Triplets, The Incorruptible, Childhood's Wards, The Mud Children|}}<br />
<section end=Allura /><section end=Merill /><section end=Trista /><br />
<br />
<section begin=Aurius /><br />
{{Deity|Aurius|http://jinxrealm.com/wp-content/uploads/2016/03/Aurius.png|Ascended Deity|AWE-ree-oos|God of Honor|The Redeemer, The Dutiful Guardian, The Burdened Herald|}}<br />
<section end=Aurius /><br />
<br />
<section begin=Jester /><br />
{{Deity|Jester|http://jinxrealm.com/wp-content/uploads/2016/03/Jester.png|Ascended Deity||God of Mischief|The Trickster, The Masked Madman, Whisperer of Nothings|}}<br />
<section end=Jester /><br />
<br />
<section begin=Zhal /><br />
{{Deity|Knight Zhal|http://jinxrealm.com/wp-content/uploads/2016/03/Knight-Zhal.png|Ascended Deity||Goddess of Righteousness|The Holy Protector, The Archon of Virtue, The Shield of Perseverance|Aurius' Chosen, and widely regarded as Golgoth and Golgotha's sworn enemy.}}<br />
<section end=Zhal /><br />
<br />
<section begin=Lalaith /><br />
{{Deity|Lalaith|http://jinxrealm.com/wp-content/uploads/2016/03/Lalaith.png|Ascended Deity|LA-la-ith|Goddess of Hatred|The Scorned, The Shrill Scream, The Harbinger of Retribution|}}<br />
<section end=Lalaith /><br />
<br />
<section begin=Leos /><br />
{{Deity|Leos|http://jinxrealm.com/wp-content/uploads/2016/03/Leos.png|Ascended Deity||God of Love|The Emissary of Rapture, The Principal Yearning, The Patron of Passion|Evorthrae's Lover.}}<br />
<section end=Leos /><br />
<br />
<section begin=Narcheed /><br />
{{Deity|Lord Narcheed|http://jinxrealm.com/wp-content/uploads/2016/03/Lord-Narcheed.png|Ascended Deity|NAR-keed|God of Arrogance|The Onliest Reflection, The Immaculate Argent, The Abstruse Perfection|}}<br />
<section end=Narcheed /><br />
<br />
<section begin=Marduk /><br />
{{Deity|Marduk|http://jinxrealm.com/wp-content/uploads/2016/03/Marduk.png|Ascended Deity||God of Plundering|The Pirate King, Taker of Riches, The Treasure Hunter|}}<br />
<section end=Marduk /><br />
<br />
<section begin=Raune /><br />
{{Deity|Raune|http://jinxrealm.com/wp-content/uploads/2016/03/Raune.png|Ascended Deity|ROW-ne|Goddess of the Dead|Minstrel of Requiems, Scourge of the Unclean, Nevara's Breath|}}<br />
<section end=Raune /><br />
<br />
<section begin=Rithenil /><br />
{{Deity|Rithenil|http://jinxrealm.com/wp-content/uploads/2016/03/Rithenil.png|Ascended Deity|REETH-en-eel (hard 'th', like 'Earth')|God of Revolution|The Flagbearer, Avatar of Courage, The Mountainborn|}}<br />
<section end=Rithenil /><br />
<br />
<section begin=Shear /><br />
{{Deity|Shear|http://jinxrealm.com/wp-content/uploads/2016/03/Shear.png|Ascended Deity||God of Destruction|The Desiccator, Mist of Extinction, The Ever-rotting|}}<br />
<section end=Shear /><br />
<br />
<section begin=Thraxos /><br />
{{Deity|Thraxos|http://jinxrealm.com/wp-content/uploads/2016/03/Thraxos.png|Ascended Deity|THRA-xos|God of Undeath|The Spirit Trapper, Bane of Souls, The Archlich|}}<br />
<section end=Thraxos /><br />
<br />
<section begin=Xhaer /><br />
{{Deity|Xhaer|http://jinxrealm.com/wp-content/uploads/2016/03/Xhaer.png|Ascended Deity|ZHA-er|Goddess of Swordmanship|The Bladefury, The Battle Champion, The Caged Deity|Rithenil's Consort.}}<br />
<section end=Xhaer /><br />
<br />
<br />
<br />
== Primordial Forces ==<br />
The Elemental Sovereigns are primordial entities, the literal embodiment of the raw, primal elements found in the Cosmos. They do not concern themselves with mortal disputes, and do not identify with - or recognize - classifications of ethics, like "good" and "evil".<br />
<br />
Scholars suggest that while the Sovereigns may assume smaller elemental shapes to interact with the world, those avatars remain colossal; to move in their true form would change the shape of the world.<br />
<br />
<section begin=Ethrenos /><br />
{{Deity|Ethrenos|http://jinxrealm.com/wp-content/uploads/2016/03/Ethrenos.png|Primordial Force|E-thre-nos (hard 'th', as in 'Earth')|The Elemental Sovereign of Fire and Earth.|Master of the Forge, The Molten Wrath|Patron of crafters.}}<br />
<section end=Ethrenos /><br />
<br />
<section begin=Lungdus /><br />
{{Deity|Lungdus|http://jinxrealm.com/wp-content/uploads/2016/03/Lungdus.png|Primordial Force|LUNG-doos|The Elemental Sovereign of Water.|Tamer of Waves, Baron of Tides, The Great Purger|}}<br />
<section end=Lungdus /><br />
<br />
<section begin=Nevera /><br />
{{Deity|Nevera|http://jinxrealm.com/wp-content/uploads/2016/03/Nevera.png|Primordial Force|ne-VEE-rah|The Elemental Sovereign of Air.|The Stormbringer, The Wind Rider|Raune's Paramour.}}<br />
<section end=Nevera /><br />
<br />
<br />
<br />
== Draconic Powers ==<br />
The Dragon Deities were the first Gods to emerge in Amelor; Children of The Four, and Grandchildren of The Void himself, every other cosmic power treats them with respect born either out of fear or admiration.<br />
<br />
The Dragons are considered creator gods, as they supposedly breathed life into the race of the [[Shards]], and turned them into the four (some say five) major races that exist today.<br />
<br />
<br />
<section begin=Pabschakri /><br />
{{Deity|Pabschakri, The Fierce Red|http://jinxrealm.com/wp-content/uploads/2016/03/Pabschakri.png|Draconic Power|pab-SHA-kree|Dragon God of Might|The Dragonlord|Mhortai's progeny, the first Kaernian.}}<br />
<section end=Pabschakri /><br />
<br />
<section begin=Naixen /><br />
{{Deity|Naixen, The Ether Cyan|http://jinxrealm.com/wp-content/uploads/2016/03/Naixen.png|Draconic Power|NEY-zen|Dragon Goddess of Magic|Reverie Muse, The Vestige Queen|Neketh's chosen.}}<br />
<section end=Naixen /><br />
<br />
<section begin=Evorthrae /><br />
{{Deity|Evorthrae, the Sly White|http://jinxrealm.com/wp-content/uploads/2016/03/Evorthrae.png|Draconic Power|ae-vore-THRA-ee (hard 'th', like 'Earth')|Dragon Goddess of Seduction|The Scaled Captive, The Concubine, The Lustbringer|}}<br />
<section end=Evorthrae /><br />
<br />
<section begin=Edartabor /><br />
{{Deity|Edartabor, The Lost Viridescent|http://jinxrealm.com/wp-content/uploads/2016/03/Edartabor.png|Draconic Power|ae-DART-a-bore|Dragon Goddess of Nature|The Serene Wing, Seraph of Peace|Ethrenos' savior.}}<br />
<section end=Edartabor /><br />
<br />
<br />
<br />
== Oversouls ==<br />
The Oversouls are a collection of lesser souls (often powerful entities, but can potentially be as simple as mortal) that collectively have power and reach equivalent to that of Gods, and are thus elevated in status; although not Godhood, something very close.<br />
<br />
<section begin=Council of Pestilence /><br />
{{Deity|Council of Pestilence|http://jinxrealm.com/wp-content/uploads/2016/03/Council-of-Pestilence.png|Oversoul||Divine entities of pestilence|The Iridescent Riders, The Plaguebringers|}}<br />
<section end=Council of Pestilence /><br />
<br />
<br />
<br />
== Distant Deities ==<br />
The distant deities are unknown to the common man, and even most scholars. They may be beings of such cosmic power that no mortal can even remotely relate to, or entities that never harbored followers, temples or dogma. Some may be referenced in academia as cosmic truths, others may only be found in whispered legends or drunken tales.<br />
<br />
<br />
<section begin=Void /><br />
{{Deity|The Void||Distant Deity||Higher Power|Creator of Cosmos, The Veiled Power, The Distant, The Occult|}}<br />
<section end=Void /><br />
<br />
<section begin=Lady of Sorrows /><br />
{{Deity|Lady of Sorrows||Distant Deity||Divine entity of bad omens|The Mud Dancer, She of the Rain|}}<br />
<section end=Lady of Sorrows /><br />
<br />
<section begin=Queen /><br />
{{Deity|The Queen||Unknown entity||Unknown||Often confused as "Goddess of the Unknown".}}<br />
<section end=Queen /><br />
<br />
<section begin=Neketh /><br />
{{Deity|Nekethitzemarilius, the All Seeing Dragon||Distant Deity||Dragon God of Magic|Neketh|Progenitor of the Draconian race, and seer of immense intuition. Presumed dead.}}<br />
<section end=Neketh /><br />
<br />
<section begin=Dandrak /><br />
{{Deity|Dandrak||Distant Deity|DAHN-drahk|God of Nature|The Green Father|Possible creator of nature and wildlife. Presumed dead.}}<br />
<section end=Dandrak /><br />
<br />
<section begin=Amelor /><br />
{{Deity|Amelor||Divine Personification|AH-meh-lore|The World||Personification of the entire world. Most scholars disagree if she was ever an actual deity.}}<br />
<section end=Amelor /><br />
<br />
<section begin=Aalis /><br />
{{Deity|Aalis||Unknown entity||||Very little is known, even by the most learned of scholars, about this name mentioned in obscure texts discussing cosmogony. It's possible she was a daughter of Amelor; possibly an early personification of a continent, or a mortal trait.}}<br />
<section end=Aalis /><br />
<br />
<section begin=Unknown /><br />
{{Deity|Unknown||Unknown entity|||The Ewer of Mysteries, The Cryptic Mind, The Insoluble Puzzle|}}<br />
<section end=Unknown /><br />
<br />
<section begin=Ovankith /><br />
{{Deity|Ovankith|http://jinxrealm.com/wp-content/uploads/2016/03/Ovankith.png|Distant Deity|OH-van-kith|God of Reincarnation|Husk of Metempsychosis, The Everlasting Serpent, The Ceaseless Wheel|Presumed, ironically, dead.}}<br />
<section end=Ovankith /></div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Lands&diff=87Lands2016-03-21T12:18:32Z<p>Kyuval: </p>
<hr />
<div><br />
The world of Amelor is central to the Cosmos, at least according to the scholars that dwell in it.<br />
<br />
<br />
= Ellevar =<br />
The continent of Ellevar is the largest continent of Amelor, and it is divided in regions based on both the politics of the mortal races that reside in it and its geographical features.<br />
<br />
<br />
== Valley of Hearts ==<br />
:Capital: Sheldrak's Fist<br />
<br />
=== Wraithrim ===<br />
Located at the foot of the largest of the three pillar-shaped mountains called the Three Fingers, the small, secluded village used to make ends meet as a trade and rest stop for those daring enough to explore the accursed dungeons of the now-desolate Sheldrak's Fist, the once horrific correctional facility of the [[Theocracy]]. It has been recently occupied by the [[Sandthorn Company]], which seeks to use it as a base of operation in order to clear the surrounding lands of the dangers they harbor, especially the bandit camps to the south.<br />
<br />
=== Sheldrak's Fist ===<br />
A large fortress used as a correctional facility and prison for those deemed heretic by the Theocracy. It is said that more than three thousand have lost their lives either by being tortured to death or directly executed. It was named after a ruthless, yet efficient, Imperial General who was later appointed as the first Inquisitor of the Theocracy.<br />
<br />
Few know of the extend of the dungeons of Sheldrak's Fist, but it is often said that each new torture technique devised while it was active had the Grand Inquisitor order a new area built - rumors speak of over twenty such dungeons, 'themed' around a specific torture.<br />
<br />
=== An'Axur ===<br />
Located in the mountains of the northern edge of the valley, An'Axur utilizes a vast complex of natural caverns, expanded by carefully engineered areas and corridors, to create a labyrinthine underground structure that was used as a supply depot by the Theocracy, although many suggest that the design of the area is far too deliberate, too complex, to be just that. Not few are those that suspect it had been a vault for the most dangerous - and most priceless - items, but the truth remains that no one knows for certain what lies below its maze.<br />
<br />
Recent ventures to An'Axur by prospecting explorers have lead to rumors about cultists having moved in, probably of the cult of the Scouring Eye.<br />
<br />
=== Cemetery of the Unfaithful ===<br />
A large expanse around the feet of a truly colossal statue of {{DeityLink|Mhortai}}, the Cemetery of the Unfaithful is a barren land full of piles of bones or rotting corpses, holding the unfortunates (or, depending on viewpoint, lucky ones) disposed by Sheldrak's Fist.<br />
<br />
Some would expect that with the stop of more corpses arriving from Sheldrak's Fist the piles of rotting corpses would give way to piles of bones exclusively, but so far this has not been the case - it appears that corpses still find their way into the grounds, one way or another.<br />
<br />
Scholars generally agree that this now-accursed area was one of the first places touched by the Pestilence.<br />
<br />
=== Sylvan Scar ===<br />
The forest that encompasses most of the valley's central lands consists of many distinct forested areas, but is collectively known as the Sylvan Scar for reasons that have been lost in the annals of the valley's history. The Hedge covers most of the southern edge of the forest, and it is as far as most people that approach it from that direction reach, its enchantments confusing those that walk in it and preventing them from finding their way. The northeast is an inhospitable, jungle-like territory full of dangerous predators, aptly named Voracious Wilds, and to the east lies an area now called Blistering Bosk, as it has been defiled by the Pestilence into a hostile thicket straight out of a nightmare.<br />
<br />
The dangers that the forest's outskirts present mean that very few manage to reach its inner areas, the fey-touched part known as Muddling Woods, which is truly a place of fantastic wonders and exotic, imaginative dangers, and the lush, pure area known as the Grove of Irral Doraanar, which houses the circle of standing stones called the Elder Ring, and is the only area where presumably talking bears can be found, as well as [[Flooflees]].<br />
<br />
=== Lake of Hearts ===<br />
The lake at the heart of the valley takes up about a third of its total area, and is the reason behind the valley's name, at least combined with the Lovers' Cliff. It is considered a place of mystery, because although it is large enough to see ships utilizing its waters, it is mostly used by pirates for quick escapes and the convenience of the many hiding places in its uncharted waters. Rumors of a ghost ship are largely unsubstantiated.<br />
<br />
=== Lovers' Cliff ===<br />
A cliff hanging over the Lake of Hearts' western shore and probably the reason for its name. The cliff itself is quite a sight, with an outcropping jutting out of the almost vertical cliff over the lake's waters, surrounded by waterfalls and bearing one of the best views of the entire lake, but it is the legend around it that most people remember. According to it, if two lovers jump from it into the lake, they will descend into a slumber below the waters, dreaming of a common, happy life together, for eternity. The currents formed from the cliff's location and the waterfalls make it all but impossible to look for bodies there, assuming they are not swept up by those currents to unknown areas of the lake, and so the myth is propagated.<br />
<br />
=== Portal of Pestilence ===<br />
The number of people who know of this portal can be counted in the fingers of one hand, so far, and only because of {{DeityLink|Fortune|Fortune's}} apparent interest in an interpid explorer's exploits. It is located in the center of the Blistering Bosk, and possibly the reason behind its defiled present condition. It is theorized that it leads directly to the plane of Pestilence.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Sandthorn_Company&diff=86Sandthorn Company2016-03-21T12:18:00Z<p>Kyuval: Redirected page to Setting#Sandthorn Company</p>
<hr />
<div>#REDIRECT [[Setting#Sandthorn Company]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Theocracy&diff=85Theocracy2016-03-21T12:17:05Z<p>Kyuval: Redirected page to Setting#The Holy Theocracy of Mhortai</p>
<hr />
<div>#REDIRECT [[Setting#The Holy Theocracy of Mhortai]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Lands&diff=84Lands2016-03-21T12:13:19Z<p>Kyuval: Created page with " The world of Amelor is central to the Cosmos, at least according to the scholars that dwell in it. = Ellevar = The continent of Ellevar is the largest continent of Amelor,..."</p>
<hr />
<div><br />
The world of Amelor is central to the Cosmos, at least according to the scholars that dwell in it.<br />
<br />
<br />
= Ellevar =<br />
The continent of Ellevar is the largest continent of Amelor, and it is divided in regions based on both the politics of the mortal races that reside in it and its geographical features.<br />
<br />
<br />
== Valley of Hearts ==<br />
:Capital: Sheldrak's Fist<br />
<br />
=== Wraithrim ===<br />
Located at the foot of the largest of the three pillar-shaped mountains called the Three Fingers, the small, secluded village used to make ends meet as a trade and rest stop for those daring enough to explore the accursed dungeons of the now-desolate Sheldrak's Fist, the once horrific correctional facility of the [[Theocracy]]. It has been recently occupied by the [[Sandthorn Company]], which seeks to use it as a base of operation in order to clear the surrounding lands of the dangers they harbor, especially the bandit camps to the south.<br />
<br />
=== Sheldrak's Fist ===<br />
A large fortress used as a correctional facility and prison for those deemed heretic by the Theocracy. It is said that more than three thousand have lost their lives either by being tortured to death or directly executed. It was named after a ruthless, yet efficient, Imperial General who was later appointed as the first Inquisitor of the Theocracy.<br />
<br />
Few know of the extend of the dungeons of Sheldrak's Fist, but it is often said that each new torture technique devised while it was active had the Grand Inquisitor order a new area built - rumors speak of over twenty such dungeons, 'themed' around a specific torture.<br />
<br />
=== An'Axur ===<br />
Located in the mountains of the northern edge of the valley, An'Axur utilizes a vast complex of natural caverns, expanded by carefully engineered areas and corridors, to create a labyrinthine underground structure that was used as a supply depot by the Theocracy, although many suggest that the design of the area is far too deliberate, too complex, to be just that. Not few are those that suspect it had been a vault for the most dangerous - and most priceless - items, but the truth remains that no one knows for certain what lies below its maze.<br />
<br />
Recent ventures to An'Axur by prospecting explorers have lead to rumors about cultists having moved in, probably of the cult of the Scouring Eye.<br />
<br />
=== Cemetery of the Unfaithful ===<br />
A large expanse around the feet of a truly colossal statue of [[Mhortai]], the Cemetery of the Unfaithful is a barren land full of piles of bones or rotting corpses, holding the unfortunates (or, depending on viewpoint, lucky ones) disposed by Sheldrak's Fist.<br />
<br />
Some would expect that with the stop of more corpses arriving from Sheldrak's Fist the piles of rotting corpses would give way to piles of bones exclusively, but so far this has not been the case - it appears that corpses still find their way into the grounds, one way or another.<br />
<br />
Scholars generally agree that this now-accursed area was one of the first places touched by the Pestilence.<br />
<br />
=== Sylvan Scar ===<br />
The forest that encompasses most of the valley's central lands consists of many distinct forested areas, but is collectively known as the Sylvan Scar for reasons that have been lost in the annals of the valley's history. The Hedge covers most of the southern edge of the forest, and it is as far as most people that approach it from that direction reach, its enchantments confusing those that walk in it and preventing them from finding their way. The northeast is an inhospitable, jungle-like territory full of dangerous predators, aptly named Voracious Wilds, and to the east lies an area now called Blistering Bosk, as it has been defiled by the Pestilence into a hostile thicket straight out of a nightmare.<br />
<br />
The dangers that the forest's outskirts present mean that very few manage to reach its inner areas, the fey-touched part known as Muddling Woods, which is truly a place of fantastic wonders and exotic, imaginative dangers, and the lush, pure area known as the Grove of Irral Doraanar, which houses the circle of standing stones called the Elder Ring, and is the only area where presumably talking bears can be found, as well as [[Flooflees]].<br />
<br />
=== Lake of Hearts ===<br />
The lake at the heart of the valley takes up about a third of its total area, and is the reason behind the valley's name, at least combined with the Lovers' Cliff. It is considered a place of mystery, because although it is large enough to see ships utilizing its waters, it is mostly used by pirates for quick escapes and the convenience of the many hiding places in its uncharted waters. Rumors of a ghost ship are largely unsubstantiated.<br />
<br />
=== Lovers' Cliff ===<br />
A cliff hanging over the Lake of Hearts' western shore and probably the reason for its name. The cliff itself is quite a sight, with an outcropping jutting out of the almost vertical cliff over the lake's waters, surrounded by waterfalls and bearing one of the best views of the entire lake, but it is the legend around it that most people remember. According to it, if two lovers jump from it into the lake, they will descend into a slumber below the waters, dreaming of a common, happy life together, for eternity. The currents formed from the cliff's location and the waterfalls make it all but impossible to look for bodies there, assuming they are not swept up by those currents to unknown areas of the lake, and so the myth is propagated.<br />
<br />
=== Portal of Pestilence ===<br />
The number of people who know of this portal can be counted in the fingers of one hand, so far, and only because of [[Fortune]]'s apparent interest in an interpid explorer's exploits. It is located in the center of the Blistering Bosk, and possibly the reason behind its defiled present condition. It is theorized that it leads directly to the plane of Pestilence.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Pantheon&diff=83Pantheon2016-03-21T12:11:49Z<p>Kyuval: Created page with " == Perennial Deities == Created with the Cosmos, or brought into existence along with their domain, Perennial Deities just are. Their existence and presence is often obvious..."</p>
<hr />
<div><br />
<br />
== Perennial Deities ==<br />
Created with the Cosmos, or brought into existence along with their domain, Perennial Deities just are. Their existence and presence is often obvious in the workings of their domain, but there is little ''proof'' of their existence other than through the miracles performed by their most devout followers.<br />
<br />
<br />
<section begin=Aalistre /><br />
{{Deity|Aalistre|http://jinxrealm.com/wp-content/uploads/2016/03/Aalistre.png|Perennial Deity|ah-LEE-streh|Goddess of Corruption|Mistress of Secrets, The Grey Princess|}}<br />
<section end=Aalistre /><br />
<br />
<section begin=Caranthor /><br />
{{Deity|Caranthor|http://jinxrealm.com/wp-content/uploads/2016/03/Caranthor.png|Perennial Deity|CAR-an-thor|God of Fear|The Abject Fear, The Phantasm of Dread, The Echoing Death|}}<br />
<section end=Caranthor /><br />
<br />
<section begin=Eo /><br />
{{Deity|Eo|http://jinxrealm.com/wp-content/uploads/2016/03/Eo.png|Perennial Deity|EE-oh|Goddess of Life|The Landscaper, The Crown of Dawn, The Cultivating Hand, The Homesteading Maiden|}}<br />
<section end=Eo /><br />
<br />
<section begin=Fortune /><br />
{{Deity|Fortune|http://jinxrealm.com/wp-content/uploads/2016/03/Fortune.png|Perennial Deity||Goddess of Luck|Lady Luck, Miss Fortune, The Fickle One, Arbiter of Fate|}}<br />
<section end=Fortune /><br />
<br />
<section begin=Golgoth /><section begin=Golgotha /><br />
{{Deity|Golgoth & Golgotha|http://jinxrealm.com/wp-content/uploads/2016/03/Golgoth-and-Golgotha.png|Perennial Deities||Twin Gods of Murder and Torture.|The Crimson Slayers, The Bane of Innocence, Troupe of Pain|}}<br />
<section end=Golgoth /><section end=Golgotha /><br />
<br />
<section begin=Kyrill /><br />
{{Deity|Kyrill|http://jinxrealm.com/wp-content/uploads/2016/03/Kyrill.png|Perennial Deity||God of Time|Keeper of the Hourglass, Lord Continuance, The Lost|In 1776 DR, Kyrill's clergy lost any connection to him. Some presume him dead, but his clergy hasn't given up on trying to locate him.}}<br />
<section end=Kyrill /><br />
<br />
<section begin=Kyuval /><br />
{{Deity|Kyuval|http://jinxrealm.com/wp-content/uploads/2016/03/Kyuval.png|Perennial Deity|KyOO-val|God of Knowledge|The Erudite, The Sagacious Skeptic, The Preceptor of Sapience, The Prudent Pedagogue|}}<br />
<section end=Kyuval /><br />
<br />
<section begin=Mhortai /><br />
{{Deity|Mhortai|http://jinxrealm.com/wp-content/uploads/2016/03/Mhortai.png|Perennial Deity|more-TAI|God of Highborn|The Ravenlord, The Starcrossed, The Thrice-Born, The Oppressor, The Broken, The Divine Puppet|Scholars wonder if it could be the same Mhortai as in 'Mhortai the Noble', loyal protector and Judge of the Living, mentioned in scriptures of ages past.}}<br />
<section end=Mhortai /><br />
<br />
<section begin=Najarah /><br />
{{Deity|Najarah|http://jinxrealm.com/wp-content/uploads/2016/03/Najarah.png|Perennial Deity|na-TZA-ra|Goddess of Endurance|The Sand Dancer, Najara of the Desert|}}<br />
<section end=Najarah /><br />
<br />
<section begin=Onyx /><br />
{{Deity|Onyx|http://jinxrealm.com/wp-content/uploads/2016/03/Onyx.png|Perennial Deity||God of Deception|The Protean Blade, The Shadowed Stalker, The Coin Conjurer|}}<br />
<section end=Onyx /><br />
<br />
<section begin=Silence /><br />
{{Deity|Silence|http://jinxrealm.com/wp-content/uploads/2016/03/Silence.png|Perennial Deity||Goddess of tranquility|Apatheia, Empress of Lethargy, The Soothing Hymn|Grandmother of Skiar Chon.}}<br />
<section end=Silence /><br />
<br />
<section begin=Skiar Chon /><br />
{{Deity|Skiar Chon|http://jinxrealm.com/wp-content/uploads/2016/03/Skiar-Chon.png|Perennial Deity|SKEE-ar KHON|God of Nightmares|The Night Tyrant, The Trance Stalker, The Slumbering Terror|}}<br />
<section end=Skiar Chon /><br />
<br />
<section begin=Ylandi /><br />
{{Deity|Ylandi|http://jinxrealm.com/wp-content/uploads/2016/03/Ylandi.png|Perennial Deity|yee-LAND-ee|Goddess of Justice|The Justiciar, The Lawgiver, The Chained God, The Tortured Judge|}}<br />
<section end=Ylandi /><br />
<br />
<section begin=Xylia /><br />
{{Deity|Xylia|http://jinxrealm.com/wp-content/uploads/2016/03/Xylia.png|Perennial Deity|ZEE-lee-ah|Goddess of Forests|The Glade Wanderer, The Green Cherub, Keeper of Groves|}}<br />
<section end=Xylia /><br />
<br />
<br />
<br />
== Ascended Deities ==<br />
Born as mortals or otherwise existing in some mortal form before becoming Gods, Ascended Deities are closer to the realm of man than any other deity or power. Some of them may have walked the world for years before their ascension to godhood, and are quite familiar with the hardships of mortal life. Such deities often gather a lot of followers, especially among those that live in "holy lands" that said deity used to travel on. <br />
<br />
<section begin=Allura /><section begin=Merill /><section begin=Trista /><br />
{{Deity|Allura, Merill, Trista|http://jinxrealm.com/wp-content/uploads/2016/03/Allura-Merill-and-Trista.png|Ascended Deities||Gods of Innocence|The Blessed Triplets, The Incorruptible, Childhood's Wards, The Mud Children|}}<br />
<section end=Allura /><section end=Merill /><section end=Trista /><br />
<br />
<section begin=Aurius /><br />
{{Deity|Aurius|http://jinxrealm.com/wp-content/uploads/2016/03/Aurius.png|Ascended Deity|AWE-ree-oos|God of Honor|The Redeemer, The Dutiful Guardian, The Burdened Herald|}}<br />
<section end=Aurius /><br />
<br />
<section begin=Jester /><br />
{{Deity|Jester|http://jinxrealm.com/wp-content/uploads/2016/03/Jester.png|Ascended Deity||God of Mischief|The Trickster, The Masked Madman, Whisperer of Nothings|}}<br />
<section end=Jester /><br />
<br />
<section begin=Zhal /><br />
{{Deity|Knight Zhal|http://jinxrealm.com/wp-content/uploads/2016/03/Knight-Zhal.png|Ascended Deity||Goddess of Righteousness|The Holy Protector, The Archon of Virtue, The Shield of Perseverance|Aurius' Chosen, and widely regarded as Golgoth and Golgotha's sworn enemy.}}<br />
<section end=Zhal /><br />
<br />
<section begin=Lalaith /><br />
{{Deity|Lalaith|http://jinxrealm.com/wp-content/uploads/2016/03/Lalaith.png|Ascended Deity|LA-la-ith|Goddess of Hatred|The Scorned, The Shrill Scream, The Harbinger of Retribution|}}<br />
<section end=Lalaith /><br />
<br />
<section begin=Leos /><br />
{{Deity|Leos|http://jinxrealm.com/wp-content/uploads/2016/03/Leos.png|Ascended Deity||God of Love|The Emissary of Rapture, The Principal Yearning, The Patron of Passion|Evorthrae's Lover.}}<br />
<section end=Leos /><br />
<br />
<section begin=Narcheed /><br />
{{Deity|Lord Narcheed|http://jinxrealm.com/wp-content/uploads/2016/03/Lord-Narcheed.png|Ascended Deity|NAR-keed|God of Arrogance|The Onliest Reflection, The Immaculate Argent, The Abstruse Perfection|}}<br />
<section end=Narcheed /><br />
<br />
<section begin=Marduk /><br />
{{Deity|Marduk|http://jinxrealm.com/wp-content/uploads/2016/03/Marduk.png|Ascended Deity||God of Plundering|The Pirate King, Taker of Riches, The Treasure Hunter|}}<br />
<section end=Marduk /><br />
<br />
<section begin=Raune /><br />
{{Deity|Raune|http://jinxrealm.com/wp-content/uploads/2016/03/Raune.png|Ascended Deity|ROW-ne|Goddess of the Dead|Minstrel of Requiems, Scourge of the Unclean, Nevara's Breath|}}<br />
<section end=Raune /><br />
<br />
<section begin=Rithenil /><br />
{{Deity|Rithenil|http://jinxrealm.com/wp-content/uploads/2016/03/Rithenil.png|Ascended Deity|REETH-en-eel (hard 'th', like 'Earth')|God of Revolution|The Flagbearer, Avatar of Courage, The Mountainborn|}}<br />
<section end=Rithenil /><br />
<br />
<section begin=Shear /><br />
{{Deity|Shear|http://jinxrealm.com/wp-content/uploads/2016/03/Shear.png|Ascended Deity||God of Destruction|The Desiccator, Mist of Extinction, The Ever-rotting|}}<br />
<section end=Shear /><br />
<br />
<section begin=Thraxos /><br />
{{Deity|Thraxos|http://jinxrealm.com/wp-content/uploads/2016/03/Thraxos.png|Ascended Deity|THRA-xos|God of Undeath|The Spirit Trapper, Bane of Souls, The Archlich|}}<br />
<section end=Thraxos /><br />
<br />
<section begin=Xhaer /><br />
{{Deity|Xhaer|http://jinxrealm.com/wp-content/uploads/2016/03/Xhaer.png|Ascended Deity|ZHA-er|Goddess of Swordmanship|The Bladefury, The Battle Champion, The Caged Deity|Rithenil's Consort.}}<br />
<section end=Xhaer /><br />
<br />
<br />
<br />
== Primordial Forces ==<br />
The Elemental Sovereigns are primordial entities, the literal embodiment of the raw, primal elements found in the Cosmos. They do not concern themselves with mortal disputes, and do not identify with - or recognize - classifications of ethics, like "good" and "evil".<br />
<br />
Scholars suggest that while the Sovereigns may assume smaller elemental shapes to interact with the world, those avatars remain colossal; to move in their true form would change the shape of the world.<br />
<br />
<section begin=Ethrenos /><br />
{{Deity|Ethrenos|http://jinxrealm.com/wp-content/uploads/2016/03/Ethrenos.png|Primordial Force|E-thre-nos (hard 'th', as in 'Earth')|The Elemental Sovereign of Fire and Earth.|Master of the Forge, The Molten Wrath|Patron of crafters.}}<br />
<section end=Ethrenos /><br />
<br />
<section begin=Lungdus /><br />
{{Deity|Lungdus|http://jinxrealm.com/wp-content/uploads/2016/03/Lungdus.png|Primordial Force|LUNG-doos|The Elemental Sovereign of Water.|Tamer of Waves, Baron of Tides, The Great Purger|}}<br />
<section end=Lungdus /><br />
<br />
<section begin=Nevera /><br />
{{Deity|Nevera|http://jinxrealm.com/wp-content/uploads/2016/03/Nevera.png|Primordial Force|ne-VEE-rah|The Elemental Sovereign of Air.|The Stormbringer, The Wind Rider|Raune's Paramour.}}<br />
<section end=Nevera /><br />
<br />
<br />
<br />
== Draconic Powers ==<br />
The Dragon Deities were the first Gods to emerge in Amelor; Children of The Four, and Grandchildren of The Void himself, every other cosmic power treats them with respect born either out of fear or admiration.<br />
<br />
The Dragons are considered creator gods, as they supposedly breathed life into the race of the [[Shards]], and turned them into the four (some say five) major races that exist today.<br />
<br />
<br />
<section begin=Pabschakri /><br />
{{Deity|Pabschakri, The Fierce Red|http://jinxrealm.com/wp-content/uploads/2016/03/Pabschakri.png|Draconic Power|pab-SHA-kree|Dragon God of Might|The Dragonlord|Mhortai's progeny, the first Kaernian.}}<br />
<section end=Pabschakri /><br />
<br />
<section begin=Naixen /><br />
{{Deity|Naixen, The Ether Cyan|http://jinxrealm.com/wp-content/uploads/2016/03/Naixen.png|Draconic Power|NEY-zen|Dragon Goddess of Magic|Reverie Muse, The Vestige Queen|Neketh's chosen.}}<br />
<section end=Naixen /><br />
<br />
<section begin=Evorthrae /><br />
{{Deity|Evorthrae, the Sly White|http://jinxrealm.com/wp-content/uploads/2016/03/Evorthrae.png|Draconic Power|ae-vore-THRA-ee (hard 'th', like 'Earth')|Dragon Goddess of Seduction|The Scaled Captive, The Concubine, The Lustbringer|}}<br />
<section end=Evorthrae /><br />
<br />
<section begin=Edartabor /><br />
{{Deity|Edartabor, The Lost Viridescent|http://jinxrealm.com/wp-content/uploads/2016/03/Edartabor.png|Draconic Power|ae-DART-a-bore|Dragon Goddess of Nature|The Serene Wing, Seraph of Peace|Ethrenos' savior.}}<br />
<section end=Edartabor /><br />
<br />
<br />
<br />
== Oversouls ==<br />
The Oversouls are a collection of lesser souls (often powerful entities, but can potentially be as simple as mortal) that collectively have power and reach equivalent to that of Gods, and are thus elevated in status; although not Godhood, something very close.<br />
<br />
<section begin=Council of Pestilence /><br />
{{Deity|Council of Pestilence|http://jinxrealm.com/wp-content/uploads/2016/03/Council-of-Pestilence.png|Oversoul||Divine entities of pestilence|The Iridescent Riders, The Plaguebringers|}}<br />
<section end=Council of Pestilence /><br />
<br />
<br />
<br />
== Distant Deities ==<br />
The distant deities are unknown to the common man, and even most scholars. They may be beings of such cosmic power that no mortal can even remotely relate to, or entities that never harbored followers, temples or dogma. Some may be referenced in academia as cosmic truths, others may only be found in whispered legends or drunken tales.<br />
<br />
<br />
<section begin=Void /><br />
{{Deity|The Void||Distant Deity||Higher Power|Creator of Cosmos, The Veiled Power, The Distant, The Occult|}}<br />
<section end=Void /><br />
<br />
<section begin=Lady of Sorrows /><br />
{{Deity|Lady of Sorrows||Distant Deity||Divine entity of bad omens|The Mud Dancer, She of the Rain|}}<br />
<section end=Lady of Sorrows /><br />
<br />
<section begin=Queen /><br />
{{Deity|The Queen||Unknown entity||Unknown||Often confused as "Goddess of the Unknown".}}<br />
<section end=Queen /><br />
<br />
<section begin=Nekethitzemarilius /><br />
{{Deity|Nekethitzemarilius, the All Seeing Dragon||Distant Deity||Dragon God of Magic|Neketh|Progenitor of the Draconian race, and seer of immense intuition. Presumed dead.}}<br />
<section end=Nekethitzemarilius /><br />
<br />
<section begin=Dandrak /><br />
{{Deity|Dandrak||Distant Deity|DAHN-drahk|God of Nature|The Green Father|Possible creator of nature and wildlife. Presumed dead.}}<br />
<section end=Dandrak /><br />
<br />
<section begin=Amelor /><br />
{{Deity|Amelor||Divine Personification|AH-meh-lore|The World||Personification of the entire world. Most scholars disagree if she was ever an actual deity.}}<br />
<section end=Amelor /><br />
<br />
<section begin=Aalis /><br />
{{Deity|Aalis||Unknown entity||||Very little is known, even by the most learned of scholars, about this name mentioned in obscure texts discussing cosmogony. It's possible she was a daughter of Amelor; possibly an early personification of a continent, or a mortal trait.}}<br />
<section end=Aalis /><br />
<br />
<section begin=Unknown /><br />
{{Deity|Unknown||Unknown entity|||The Ewer of Mysteries, The Cryptic Mind, The Insoluble Puzzle|}}<br />
<section end=Unknown /><br />
<br />
<section begin=Ovankith /><br />
{{Deity|Ovankith|http://jinxrealm.com/wp-content/uploads/2016/03/Ovankith.png|Distant Deity|OH-van-kith|God of Reincarnation|Husk of Metempsychosis, The Everlasting Serpent, The Ceaseless Wheel|Presumed, ironically, dead.}}<br />
<section end=Ovankith /></div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Template:Deity&diff=82Template:Deity2016-03-21T12:09:34Z<p>Kyuval: Created page with "<includeonly><div class="border_deity" style="margin: 5px; width: 650px; min-height: 160px;"><img style="float: left; height: 128px; margin: 10px 10px 10px 10px;" src="{{#if:{..."</p>
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<div><includeonly><div class="border_deity" style="margin: 5px; width: 650px; min-height: 160px;"><img style="float: left; height: 128px; margin: 10px 10px 10px 10px;" src="{{#if:{{{2|}}}|{{{2}}}|http://jinxrealm.com/wp-content/uploads/2016/03/Void.png}}" alt="Symbol of {{{1}}}" /><div style="font-family: 'Deities', cursive; font-size: 26px; line-height: 40px; margin: 10px 0px 0px 0px; padding: 0px;">{{{1}}}</div><p style="clear: right; padding: 0px;"><sup>{{{3}}}{{#if:{{{4|}}}|&nbsp;({{{4}}})}}</sup></p><p style="clear: right; padding: 0px; margin: 10px 0px; font-family: serif; font-size: 20px;"><b>{{{5}}}</b></p><p style="clear: right; padding: 0px;"><i>{{{6}}}</i></p><p style="padding-left: 10px; clear: both;">{{{7}}}</p></div></includeonly><noinclude><br />
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<img style="float: left; height: 128px; margin: 10px 10px 10px 10px;" src="http://jinxrealm.com/wp-content/uploads/2016/03/Kyuval.png" alt="Symbol of Kyuval" /><br />
<div style="font-family: 'Deities', cursive; font-size: 26px; margin: 0px;">Kyuval</div><br />
<br />
<p style="clear: right; padding: 0px;"><sup>Perennial Deity (KyOO-val)</sup></p><br />
<p style="clear: right; padding: 0px; margin: 10px 0px; font-family: serif; font-size: 20px;"><b>God of Knowledge</b></p><br />
<p style="clear: right; padding: 0px;"><i>The Erudite, The Sagacious Skeptic, The Preceptor of Sapience, The Prudent Pedagogue</i></p><br />
<br />
<p style="padding-left: 10px; clear: both;"></p><br />
</div><br />
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Include as follows:<br />
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<nowiki>{{Deity</nowiki><br /><br />
| Name<br /><br />
| Image source<br /><br />
| Type (Perennial Deity, Ascended Deity, etc))<br /><br />
| Pronunciation (leave blank if standard)<br /><br />
| Domain (e.g., God of Knowledge)<br /><br />
| Sobriquets<br /><br />
| Description<br /><br />
}}<br /><br />
<br />
</noinclude></div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Template:DeityLink&diff=81Template:DeityLink2016-03-21T12:08:14Z<p>Kyuval: Created page with "{{{1}}}}}}}"</p>
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<div>[[Pantheon#{{{1}}}|{{#tip-text: {{{2|{{{1}}}}}} | {{#lst:Pantheon|{{{1}}}}}}}]]</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Lore&diff=80Lore2016-03-21T12:07:32Z<p>Kyuval: Created page with " There are uncountable records of historical facts, assumptions, philosophical conundrums, and secrets, in the Cosmos, and no one place to archive them all save perhaps for {{..."</p>
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<div><br />
There are uncountable records of historical facts, assumptions, philosophical conundrums, and secrets, in the Cosmos, and no one place to archive them all save perhaps for {{DeityLink|Kyuval|Kyuval's}} own archives.<br />
<br />
<br />
Within those archives, presumably, one could find anything about the most esoteric workings of the world, and details about every corner of Amelor.<br />
<br />
<br />
There are documents about the [[Setting#World|world]] itself, prominent [[Setting#Leaders|ruling powers]] and their [[Setting#Organizations|organizations]], along with [[Setting#Current Events|recent events]] that have shaped the world.<br />
<br />
There are exploration records revealing details about the lands within Amelor, in [[Lands#Ellevar|Ellevar]] or beyond, such as the [[Lands#Valley of Hearts|Valley of Hearts]].<br />
<br />
In the deepest corners of the archives one can even find secrets of the [[Pantheon|gods]] themselves, the powers of the [[Powers|wheels]] that they granted to the mortal races, and even scriptures that transcribe the [[Origins|cosmogony]] of the Cosmos.<br />
<br />
And, for the thorough reader, there are texts for just about anything that mortalkind dabbles in, such as journals collecting [[Myths|myths and legends]] or details on the currently used [[Calendar|calendar]].</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Myths&diff=79Myths2016-03-21T12:05:32Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Other_Items&diff=78Other Items2016-03-21T09:37:55Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Plot_Items&diff=77Plot Items2016-03-21T09:37:26Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Books&diff=76Books2016-03-21T09:37:15Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Equipment&diff=75Equipment2016-03-21T09:36:59Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Crystals&diff=74Crystals2016-03-21T09:36:51Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Trinkets&diff=73Trinkets2016-03-21T09:36:42Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Trophies&diff=72Trophies2016-03-21T09:36:35Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Armaments&diff=71Armaments2016-03-21T09:36:19Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Items&diff=70Items2016-03-21T09:35:56Z<p>Kyuval: Created page with "{{Uc}}"</p>
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<div>{{Uc}}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Main_Page&diff=69Main Page2016-03-18T15:12:47Z<p>Kyuval: </p>
<hr />
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<div style="font-size:162%; margin:0; padding:.1em;">Welcome to [[Jinx: Womb of Cosmos]]</div><br />
<div style="font-size:95%;">An archive for lore, mechanics, and more.</div><br />
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{{News}}<br />
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<!-- IMPORTANT ENTITIES --><br />
<img style="width: 400px; height: auto;" src="http://jinxrealm.com/wp-content/uploads/2016/01/Important-Entities.png" /><br />
<div style="padding:2px 5px"><br />
;The Heroes<br />
* [[Jinx]]: An unknown (and unknowable), mysterious mage with a hidden agenda and a lack of words.<br />
* [[Colleen]]: A beastwoman bodyguard with a heavy past.<br />
* [[Blood]]: A bulldog with a sensitive heart and brutally savage fangs.<br />
<br />
;The Friends<br />
* [[NPCs|Friends, allies and acquaintances]] of the heroes. They generally have the benefit of the doubt.<br />
<br />
;The Foes<br />
* [[Enemies]] of the heroes, beyond all shadow of a doubt. Probably.<br />
<br />
;The Powers<br />
* An entire [[Pantheon]] of entities with an impressive variety of agendas and more than a few reasons to meddle with the world.<br />
</div><br />
<br />
<br />
<!-- TIMES AND PLACES --><br />
<img style="width: 400px; height: auto;" src="http://jinxrealm.com/wp-content/uploads/2016/01/Times-and-Places.png" /><br />
<div style="padding:2px 5px"><br />
;[[Origins]]<br />
: Cosmogony, and the state of things before the mortal races came to be.<br />
;[[Powers|The Wheels of Power]]<br />
: The source of every force in the Cosmos.<br />
;[[The Valley of Hearts]]<br />
: A gloomy, forgotten valley that imprisons all enemies of the Theocracy.<br />
<br />
<br />
: More to come soon!<br />
<br />
<br />
''See [[Lore]] for more information.''<br />
<br />
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<div><br />
;[[Skills]]<br />
* Jinx's expansive collection of [[Spells]].<br />
* Colleen's best [[Techniques]].<br />
* Blood's most practiced - and most effective - [[Tricks]].<br />
<br />
<br />
;[[Tension Burst]]<br />
* [[Tension Flux]], Jinx's release of raw magical energy.<br />
* [[Tension Surge]], Colleen's adrenaline letting her tap parts of her soul she can't even understand.<br />
* [[Tension Vent]], Blood's release of pent up frustration into a furious rage worthy of a berserker.<br />
<br />
<br />
;[[Talents]]<br />
<br />
<br />
;[[Items]]<br />
* [[Armaments]] of the chosen, forever tied to their destinies.<br />
* Shardshaped [[Crystals]], holding the essence of arcane energies to be used at will.<br />
* Tinkered [[Trinkets]], devices that provide a variety of helpful effects under specific circumstances.<br />
* Collected [[Trophies]], paraphernalia that remind the best tactics to acquire more.<br />
<br />
<br />
;[[Status Effects|Maladies]] and other status effects.<br />
<br />
<br />
;[[Systems|System]] mechanics and other details about how the Cosmos works.<br />
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|}</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Skills&diff=68Skills2016-03-18T14:44:04Z<p>Kyuval: Created page with " Skills, or more accurately combat skills, in this case, are a group of frequently utilized maneuvers, techniques or other means of ascertaining combat superiority or victory..."</p>
<hr />
<div><br />
Skills, or more accurately combat skills, in this case, are a group of frequently utilized maneuvers, techniques or other means of ascertaining combat superiority or victory over one's opponents. They are derived from each person's knowledge, aptitude and practice, and are often tested in trying situations without proving wanting.<br />
<br />
The most important categorization of used skills often proves to be the profession from which it was derived, and more broadly the Fragment that represents it. Those broadly defined categories often have descriptive names, titles or terms attributed to them, and are often used to differentiate a class of opponents - close-range warriors or pyromancers, for example - which is quite important for survival.<br />
<br />
<br />
=== Jinx ===<br />
Jinx utilizes [[Spells]], although contrary to typical [[Elementalist|Elementalists]] he can use [[Spells#Fire|Fire]], [[Spells#Air|Air]], [[Spells#Water|Water]] and [[Spells#Earth|Earth]] with impunity. Additionally, he can combine different Elements with a special type of skill that is tentatively called [[Spells#Synthesis|Synthesis]] by those who have witnessed it.<br />
<br />
<br />
=== Colleen ===<br />
Colleen utilizes [[Techniques]], focusing on the common skill groups of [[Techniques#Shield_Mastery|Shield Mastery]], [[Techniques#Sentinel|Sentinel]] and [[Techniques#Retribution|Retribution]], although she has dabbed into the monastic discipline of [[Techniques#Meditation|Meditation]].<br />
<br />
<br />
=== Blood ===<br />
Blood uses a very... unique collection of combat techniques he endearingly calls [[Tricks]], and breaks them down to the more appendage-specific [[Tricks#Savage_Claws|Savage Claws]], [[Tricks#Vicious_Maw|Vicious Maw]], and [[Tricks#Body_Building|Body Building]]. No one has seen his [[Tricks#Underhanded_Tricks|Underhanded Tricks]] and lived to spread the word about them.</div>Kyuvalhttp://jinxrealm.com/jinxwiki/index.php?title=Setting&diff=67Setting2016-03-18T14:40:32Z<p>Kyuval: Created page with " = World = === Imperial Heartlands === :Capital: Ravenstar Formerly an empire spread throughout most of the continent of Ellevar, the Imperial Heartlands still take up a good..."</p>
<hr />
<div><br />
= World =<br />
=== Imperial Heartlands ===<br />
:Capital: Ravenstar<br />
Formerly an empire spread throughout most of the continent of Ellevar, the Imperial Heartlands still take up a good part of its central region as the heart of the once dominant Theocracy. The wounds of war are still evident, both in the hearts of the people and near the current borders, which are desolate by the effects of warfare.<br />
<br />
=== Valley of Hearts ===<br />
:Capital: Sheldrak's Fist<br />
A massive valley in the heart of dense mountainous territories, getting in or out of the Valley is a risky prospect. For years it was used as the Theocracy's banishment grounds, holding the worst criminals in the eyes of Mhortai. Now it is a mostly lawless land, with danger lurking in every corner.<br />
<br />
=== Rhaksathi Wasteland ===<br />
:Capital: Emberskyr<br />
Once a lush region of green hills and greener forests known as the Rhaksathi Expanse, the Rhaksathi Wasteland was formed 1780 years ago, practically overnight. Scholars argue about the event that caused the transformation, but the most prominent theory includes a horrible beast called the Devourer. To the northwest of the region lies the domain of the Kaerns near Pabschakri's Spine and the Calcified Forest. The desert that covers most of the wastelands is inhabited by nomadic tribes, with the occasional exception of an established city, such as Kangak, the Jewel of the Sands, which was the most prominent city in the Wasteland before its destruction.<br />
<br />
=== Rebel Highlands ===<br />
:Capital: Fort Sunscar<br />
The Highlands consist mostly of mountainous terrain - practically being a single, gigantic mountain range - and is the homeland of the brave rebels that fought against the Theocracy and managed to liberate these lands, although it is also the homeland of Rithenil and Xhaer. Given the difficulty to reach the Highlands, the treacherous regions within, the weird creatures that dwell in the area, and the xenophobic hostility born of paranoia of the dwellers, the Highlands aren't a region that many travel to for leisure.<br />
<br />
=== The City-Ports ===<br />
:Capital: Crimsonstash<br />
The prosperous City-Ports take the entirety of the north and northeastern sea fronts of the continent. It is the most important territory that once belonged to the Theocracy, and it is said that Marduk himself liberated them. They currently thrive under a slew of local-governing city states and abundant trade.<br />
<br />
=== Mystic Woods ===<br />
:Capital: Eluveer<br />
Very little is known about the Mystic Woods, other than the fact that the whole region is entirely covered in forested areas and that Druids rule supreme in it. Presumably, this is the only region in Amelor that Miraels can be found, save for the very rare explorer among them.<br />
<br />
=== The Isles of Zhal'Shie ===<br />
:Capital: Moonvale<br />
The large islands are considered to belong to the Goddess Zhal, and are the homeland of various Beastman tribes. Few venture there, but those that have gone claim that the culture is very exotic, with a strong sense of ethics and honor, and a strict code of conduct.<br />
<br />
<br />
= Leaders =<br />
=== The Holy Theocracy of Mhortai ===<br />
Although the Theocracy used to control the majority of the continent and had the kind of totalitarian control only a government under a single banner can achieve, it has fallen. Its capital, Ravenstar, remains one of the largest cities, but Vimaz is much more influential nowadays when money speaks more loudly than faith. Although the separated territories of the old Theocracy remain somewhat unified, power and influence generally reaches only locally, with city-states becoming the norm.<br />
<br />
=== Sandthorn Company ===<br />
A widespread mercenary group with impressive numbers of members. Sandthorn mercenaries often make up the majority of military forces of smaller regions, and are often prominent in the armed forces of the richest territories.<br />
<br />
In poorer, or less fortunate areas, where might makes right, like the Valley of Hearts, the Sandthorn company is a governing power in and of itself, claiming land and establishing rule.<br />
<br />
=== Council of Pestilence ===<br />
Very little is known about the Council of Pestilence, but some scholars have heard of the name and are, perhaps wisely, wary of it.<br />
<br />
<br />
= Organizations =<br />
=== Holy Theocracy of Mhortai ===<br />
The Theocracy have fallen, but no organization so vast, so ingrained in faith, disappears readily and quietly. The Theocracy still has a lot of followers, and some of them are among the most fanatical people that can be found. Most are laying low for the time being, but it's safe to assume that will not be the case for much longer.<br />
<br />
=== Sandthorn Company ===<br />
Fragmented by necessity, although the Sandthorn Company has a centralized leadership it relies a lot on local leaders to handle any situation that arises while keeping the company's motives at the heart of their actions. This, of course, leads to public opinion on the Company to vary wildly from territory to territory, depending on which branch one is familiar with.<br />
<br />
=== Sanctuary Army ===<br />
Little is known about the underground city of Sanctuary, but what is certain - as the Theocracy learned - is that its army is both vast and dedicated to keeping the city safe. Little is known about its exact numbers or its tactics - which shift from underground combat to sand desert skirmishes overnight - and its leadership remains a complete mystery.<br />
<br />
=== Mystic Woods Druids ===<br />
The few explorers that have ventured in the Mystic Woods (and have returned) speak of a circle of elder Druids called the Conclave of Archgenesis. No one claims to have ''seen'' the Druids, but all decisions in the forest seem to await their word.<br />
<br />
=== Cult of the Scouring Eye ===<br />
A relatively recent, and troubling, cult has risen in power in leaps and bounds, troubling scholars and law-enforcement alike. Few know what it is about, but those that happen to be near its areas of influence recognize it's bad news.<br />
<br />
<br />
= Current Events =<br />
=== Lungdus' Reckoning ===<br />
A colossal catastrophe that was named after a divine power, Lungdus' Reckoning is the name people give to the day that the dam known as Lungdus' Closure collapsed, flooding the entirety of the Hallowed Pass within a day, submerging both the city of Lamasey and the Priory of Silence. The loss of life was staggering, and the passage to the southern mountains became much more difficult, making it much harder for the Theocratic army to maintain its hold in that area.<br />
<br />
=== The Etherwail ===<br />
Coinciding with the siege of the Arcane Citadel by the Theocratic Army, and is subsequent explosion that shuddered the surrounding lands, the Etherwail is what scholars have named the diminishing of all Ether-related powers and disenchanting of items that happened that day.<br />
<br />
It may be related, or a coincidence, but the clergy of Kyrill claim to have lost their connection to their patron on that day.<br />
<br />
=== Dance of Rain and Mud ===<br />
A horrific day in the history of Vimaz, when it rained mud, and a dancing woman abducted three unwitting children, while every other child in the city was found dead, drowned by mud, the following day. Very few understand what happened, or why.<br />
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=== The occupation of Wraithrim ===<br />
The village of Wraithrim, in the Valley of Hearts, is occupied by the Sandthorn Company. Few see the reason behind the occupation, given the village's poor strategic value and resources.<br />
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=== Death of the Grand Inquisitor ===<br />
The Grand Inquisitor Solazius, in Sheldrak's Fist, is reported dead by natural means, although not few rumors suggest he was assassinated.</div>Kyuval