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Post by dain on Feb 22, 2007 16:04:12 GMT -5
((Title: Elements of the Drow)) ((Press Ctrl+F for a quick find)) Table of Contents Chapter 1: Chath (Fire) Chapter 2: Niar (Water) Chapter 3: Su'aco (Wind) Chapter 4: Sssiks (Sun) Chapter 5: Drathir (Moon) Chapter 6: Dro (Life) Chapter 7: Elghinn (Death) Chapter 8: Quortek (Soul)
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Post by dain on Feb 22, 2007 16:20:27 GMT -5
Chapter 1: Chath (Fire) Drows of every house believe that fire does not come from heat or warmth in any way. Fire is said to be created from inside one's body and then projected outward like as one breathes to attain oxygen. The splitting of hydrogen in a drow's body enables them to exhale this gas and with enough heat building up inside the body, can blow flames. Moreover, Fire is also worshiped as a religion because no life could exist without the element in any shape or form. Fire is the basis of life to the Drow, and is regarded highly. Since a selection of drow live in caverns, those that do will have halls lined with golden torches ignited with everlasting flames that burn forever. There are several types of fire when concerning the Drow, all having different attributes and unique abilities. Red, Yellow, and Orange Fire: Has the ability to give one confidence and bravery in the heat of a battle or war. These fires can also inspire artists and artisans within their crafts and promotes fertility. Green, Blue, and Purple Fire: Has the ability to heighten the senses and increase physical parameters. Can calm one's mind and provide clarity, as well give a new level of thinking. These fires promote good health, fitness, dieting, and meditation. White and Black Fire: Has the ability to bring one to a completely new level of understanding the kinetics of energy and potential of energy, also has the ability to cleave through any material man-made or natural. These fires promote wisdom, intelligence, melee-oriented skills, and transcendence. Grey Fire: This final flame has the ability of any of the above fire types and can bring one to a completely new level of power. Grey fire, however, is entrusted only to those within the bloodline of its creation. Anyone else who uses this flame will suffer severe consequences, including fatalities. This fire is restricted to the Drow House of Auvryrahel and its remnants.
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Post by dain on Feb 22, 2007 16:42:26 GMT -5
Chapter 2: Niar (Water) Niar is told to be the 'life's blood' of the Drow society. Niar is what keeps Drow in optimal health, Niar is what induces Chath to keep each other balanced, and Niar provides the Drow with food. Large streams of Niar sometimes flow through their caverns and one entire city floats on top of a body of Niar. Niar is used in different ways by the Drow for more than to drink, the element is also used in divination and religion. Niar Crucifixion: By calling on Niar's truename, a divine sextopenticle can be formed and a person can be trapped inside. Once that person is in the middle of the sextopenticle, a spell is casted to imprison that person. Once that is done, the caster of the Crucifixion spell can do anything he wants with the imprisoned person. Fusing the person with Niar to make a hybrid, killing the person with compression, and healing the person rapidly. Divination Technique One: Using Niar, divinators can use the element to spy on people and can raise the tides of the ocean if he so wish. In order to complete this technique, however, one must know the truename of Niar. Niar Killianen: Using Niar, spellswords (or duskblades for Drow) can summon two blades of the element to defend themselves with in battle. One must know the truename of the element and also must be able to support Niar as an element of their own. For instance, a fire-favorable spellsword cannot use it.
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Post by dain on Feb 27, 2007 19:10:39 GMT -5
Chapter 3: Su'aco (Wind) Su'aco in Drow culture is the 'grain giver', the 'spreader', and the 'wanderer'. This element brings the Drow bounty from other lands upon its waves and caresses those who are tired or weary. It is the element directly proportional to Niar and Chath, and as such, usually benefits and compliments those elements. Many spells are included in the use of the element Su'aco, primarily circled around the making of the element not always used by Drow, Earth. Earth, or Har'dro, is the combination of Niar, Chath, and Su'aco. Chath melts the material as Niar makes it flow then Su'aco dries it to form Har'dro. Su'aco Crucifixion:The Su'aco crucifixion is unlike other crucifixion for it has to be based in aerial combat. Dragon-riders of Drow Houses will used this crucifixion when wanting to handle enemies directly. Creation:Once an understanding of Su'aco is reached, one can converge the elements of Chath and Niar to form the new element, Har'dro. Levatine:Using a spell called "Levatine" requires a full understanding of Su'aco. Levatine enhances the speed and strength of the user. Z'hind: A teleportation technique used by Su'aco. The user turns to Su'aco itself and travels on the waves.
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Post by dain on Apr 21, 2007 9:12:54 GMT -5
Chapter 4: Sssiks (Sun) Despised by most Drow because the Sun is the Sun and the Sun doesn't shine in the caverns. Drows prefer darkness, so next to none control magic over the Sun element. Not much is known about the element, save it can bring light out of the dreariest and foggiest of places, and its burning offensive magic could crisp a Behemoth in three salvos. The Sun element is the combination of Chath and Su'aco. Sssiks Hail: With a good understanding of the element, Sssiks, one could cast a spell that will make fiery balls of oblivion rain upon an area so desired. This spell is effective because of the wide range, and it is also dangerous, for the caster may have to dodge them as well. Jorundir's Torch: By calling upon the Sssiks element, the caster may create an extraordinary ball of fire that will illuminate any area so wished. The fire ball may be thrown at foes for an explosive contact, damaging an area completely. Be careful of rock slides. Force Vein: This is one of the most powerful Sssiks involved attacks because if landed in a direct hit, the spell will unravel one's ability to regenerate itself. Cancelling the ability of regeneration is taxing upon the body, and not only that, Force Vein works through the hands of the caster; therefore, they must run up to close-quarters and punch their enemy squarely in the jaw.
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Post by dain on Apr 29, 2007 18:41:53 GMT -5
Chapter 5: Drathir (Moon) Favored by most Drow, unlike Sssiks, because the soft light of Drathir strengthens them and boosts their physical parameters by twice of their normal state. Leading from this, it is easy to assume that Drathir is mainly an element of healing among the Drows and other creatures that live with them. A simple spell can be used to seal a deep gash or sew back on an arm, and most of the simple spells DO cover healing. Only one or two advanced spells cover an offensive quality, and usually only mages of high respect among the societies have knowledge of these techniques; some of them proving to be quite dangerous. Edenlight's Swell: A basic healing spell that can seal most minor wounds and clear any statistical effect of one person. Usually a soft blue light forms flows down the arm of the caster like water and falls upon the wounds. Drathir's Grace: An advanced healing spell that can cover a near army of people and repairs eventhe gravest of wounds. The spell involves a short incantation before the caster raises their hand and a soft blue image of the moon reaches into the sky. It bursts into one-thousand blue lights that go to each person who needs healing. Tobias' Awakening: This the only summoning spell that falls under the element of Drathir. It summons the spirit of Tobias, the hunting falcon, and not only does it heal an entire group of people fully and boost their physical parameters; but, the falcon also attacks enemies with the hidden force of Drathir. Force Pain: Force Pain is the cousin spell of Force Vein from Sssiks. When used, an inpenetrable blue light surrounds the fist of the caster and when that fist connects with any who have the ability to reincarnate themselves, that person loses the ability. This is a master-levelled spell.
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Post by dain on Apr 29, 2007 19:12:01 GMT -5
Chapter 6: Dro (Life) Dro, or Life, reflects mainly as one can assume. Healing. Though, some spells are offensive specifally against those of the undead or poltergeists. Dro, if mastered, will enable the caster to manipulate his body to what he/she desires. Muscles can be contoured or enlarged, bones reshaped or hollowed, eyes tuned to any amount of light, dexterity beyond humanoid capabilities, and life range heightened exponentially. Though, there are consequences to using Dro just to change one's body. With every year added onto life, the caster is unable to move his body and msut stay in bed for a month. Be wary when using Dro for manipulating your body. Other than that, healing spells and some offensive spells have no adverse affects. Forendar's Guilt: Made famous by the Drow, Forendar, after he slew his own mate and tried to ressurect her, only making a zombie. This spell allows the caster to completely heal a person of all injuries and ailments, and also can be used on the dead to make undead servants. Daedelon's Awakening: Using the element Dro in expert hands, the caster can summon the might of the Drow Avatar of Life, Daedelon. This Avatar carries a giant double-headed spear and heals all allies as well as instantly kills one enemy of the caster's choice. Dro Crucifixion: Unlike most crucifixions, this one only requires one mage. The crucific forms on the caster's fist and when an enemy is punched, he/she loses any physical enhancements, any enchantments, and absorbs the foe's fatigue.
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Post by dain on Apr 29, 2007 19:35:11 GMT -5
Chapter 7: Elghinn (Death) The element of Elghinn is one of the most sinister practices of magic within the Drow society. Darkness, death, poverty, assassination, murders, massacres, manslaughter, suicide, and genocide all spawn from this element that represents all hatred, malice, and scorn within the ranks of Drow citizens. It is used by the practicioners of deadly arts and deeds and not only does it give them a silent edge, but a fatally decisive one as well. Any non-magister will die in time or instantly on contact with one of these spells. Pestilence can be spread easily and flawlessly through enemy ranks, and one man can take down an army with his blade and magic-prone fingers. This is a dangerous element, and is used by the wild and insane for only they have complete control over its hidden power. It can be implemented in shutting off a Paladin's supply of holy magic, used in rituals to summon flesh creatures, and ressurect the long dead into mindless servants. Those that come face to face with an adept of this element, it is highly advised you flee. Flesh Creation: With a blood sacrifice, a mage of Elghinn can raise dead bodies and conglomerate them into one fleshy mass to turn into an abomination of undead. It is only flesh, therefore, pain does not phase it at all and it follows its master's bidding to the end. THose that come in contact with its blood usually end up with an infectious disease, and the gasses from its body spread disease as well. Demonic Salvage: Any weaponmaster that wield the enrgies of Elghinn can rush forward with one-hundred unstoppable slashes while his own body is protected by an automatic shield and pillars of Elghinn rise to destroy scattered foes. At the hundredth slash, an unblockable wave of Elghinn fires at close range to the foe and beyond, taking out any in a striaght distance ahead. Rising Wyrm: A practicioner of Elghinn can summon a gigantic Flesh Wyrm to rise from the ground and devour an area of foes completely. As it dives back into the earth, the Wyrm releases an acid cloud that can dissolve steel. Shadow Destruction: Manipulating and solidfying shadows aorund and enemy, the caster can crush the foe into a ball the size of a grapefruit, all blood and organs falling on the ground and only leaving a fleshy-layed ball of bone dust. Dark Annihilation: One of the ultimate attacks a ELghinn-user can cast. Implemented into any type of medium, such as a blade, a dark aura surrounds the selected enemy. All sight is shut off. All hearing is disabled. All senses are disabilitated. As the one strike fromt he caster rips through the foe's body, a portal to the plane of Elghinn is formed and the foe's soul is shredded into one-million pieces as the portal sucks it and all lesser-leveled enemies away forever. Only grandmasters of Elghinn can perform this devastating attack.
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Post by dain on May 1, 2007 16:37:07 GMT -5
Chapter 8: Quortek (Soul) Not much is known about the element Quortek after the Collapse and the fall of the last Great House, Auvryrahel. It is the most spiritual of all the elements and relies on the willpower and determination of the Drow who conduct their practices within the element's confines. Items can be manipulated, weapons transfigured, buildings constructed and moved, and plants retyped through the vagaries of Quortek and its myterious power. All elements can be made from Quortek, and even new elements can be made. Those with the genes of the Drow of Auvryrahel usually have complete control over the element, others with ancestral background can simply cast a couple basic spells, but none more. THe magics involving Quortek are both passive and active, unlike the other elements. THose who can wield Quortek usually have heightened abilities and more insight than those of its race, and have no fear for the emotionnever crosses their uncluttered minds. Quortek also involves both defensive and offensive spells. Though, mainly, this element surrounds the enhanced manipulation and use of Ether, the basis of magic. This involves the manipulation of Ether within mages, the land, and the air; also, once a spell of Quortek is cast, it cannot be reversed. Gungnir: Wielding Quortek in the palm of the caster's hand, a parabolic beam can be fired over obstacles to hit foes with a blast of pure Ether. This in turn breaks the chain of magic within the target, and temporarily silences their magic. Soulforge: Using the souls of the fallen, a user can make weapons and items instantaneously. Desgrin's Justice: After absorbing enough souls, a caster can unleash a rain of Ether upon his/her foes and not only silence them, but cause extreme damage. Also called Desgrin's Hammer. Final Cannon: Used by only masterful wielders of Quortek, a concentrated source of souls is set in the palm of the caster and as an incantation is recited in the mind, a giant beam of pure Ether shoots forward destroying all in its path. Final Judgement: Made famous by the Drow, Darius Darkstalker, this attack causes a sudden spike in Ether that is fatal to all magic-users. This spike overloads the magic-users and makes them burst in an explosion of Ether, in turn destroying their comrades and bringing a fog of Ether particles onto allied magisters, increasing their strength.
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Post by dain on Aug 31, 2007 15:03:03 GMT -5
SYMBOLS OF THE ELEMENTS[/b] Chath, Niar, Su'aco Sssiks, Drathir, Dro, Elghinn Quortek Combined element, Hard'dro
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