Soulhaven School

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Irongron
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Soulhaven School

Post by Irongron » Sat Feb 08, 2020 6:54 pm

One feature of the new Soulhaven Monastery (and one I took from early medieval European monasteries) is a large school, not only with teaching rooms for player lectures, but also a somewhat ambitious new feature - a referenced library.

A place where one can not only learn about the Forgotten Fealms setting, but also read up on 'real world' knowledge.

Obviously these texts should be equally applicable to the Forgotten Realms, but that still leaves a lot of scope for subjects such as mathematics, zoology, even some philosophical theories (albeit without names).

My intention is to establish an ever increasing body of contributor texts that will not only eventually be a definitive online, in game source of setting lore (similar to Andunor's Map Room), but also a place a player can spend a few hours and come away feeling they have learned something.

Having a location one can visit in game, to follow up on some RP by reading about the Mind Flayers, or the home town of a fellow character who mentioned being from Tethyr, I think could be extremely rewarding.

What differentiates the Soulhaven school texts from those in the other game libraries, or the Arcane Tower, is that I specifically want to create a reference library, NOT place for pieces of creative writing, or character theories about a spell school, or the cultural significance of the Bendirian badger.

I'd like players to help create something special here, so please use this thread to submit texts.

Please give them a broad subject title, plus a secondary, more specific one. For example 'Elven History - The First Flowering' and please do a thorough spell check on submitted texts so I'm not required to do extensive edits over the next 18 months)

I think this is a worthwhile idea, but could really do with community help! (I went slightly insane compiling Andunor's Map Room alone)

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Izaich
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Re: Soulhaven School

Post by Izaich » Sun Feb 09, 2020 2:32 am

Hopefully this is the kind of stuff you're asking for:

Royal Lineages of Impiltur - Mirandor Dynasty

Inrath I - Born -106DR, reigned from -74DR to -47DR. First King of Impiltur; son of Ornath
Inrath II - Born -76DR, reigned from -47DR to -18DR. First son of Inrath I.
Varanth I - Born -52DR, reigned from -18DR to -3DR. First son of Inrath II.
Tamarth "the Tyrant" - Born -26DR, reigned from -3DR to 1DR. Second son of Varanth I; persecuted citizens of Nar stock within kingdom; assassinated; died without issue.
Loaraven "the Poxed" - Born -24DR, reigned from 1DR to 3DR. Third son of Varanth I; killed by plague; died without issue.

((Turns out there's a long list of names tucked away in these old dynasties. Let me know if this is the kind of thing you're after, and I'll finish the list. I'm really just transcribing pages from "The Grand History of the Realms" by Brian R. James and Ed Greenwood.))

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Re: Soulhaven School

Post by Kuma » Sun Feb 09, 2020 4:01 pm

Ensuring canon-veracity will be exceptionally hard given that we're now 2 editions out of date, but this is a very dope idea that I'll likely contribute to!
Irongron wrote: Whatever one may feel about humans in the setting, the outcasts are absolutely a key reason why Andunor exists at all, and that Underdark isn't just a bunch of empty caverns populated by Oboogoogoo territory markers.

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Re: Soulhaven School

Post by JustMonika » Wed Feb 12, 2020 8:10 am

I could contribute some character perspectives on specific deities, so factual IC information, as opposed to the very ooc slanted stuff we get in the existing deity books?

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Re: Soulhaven School

Post by Peachoo » Wed Feb 12, 2020 8:41 pm

I actually created a library like this in the Arcane Tower. There's 5 bookshelves dedicated to island history. There's only one shelf on arcane stuff. It's in the Hall of Alteration. A lot of the texts in there are transcribed. There's like philosophy and books on nature, medicine etc etc.

It's called the Lost Library. Cause like, I wanted to do a lost library of alexandria thing with Catalina.

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Re: Soulhaven School

Post by Pincushion » Wed Feb 12, 2020 11:48 pm

I can imagine forms of Socratic dialogue would fit in pretty well if you're looking for philosophy. You could easily incorporate long-gone characters in said dialogues, something like Plato's 'Symposium' wherein one FR-related concept is discussed and different viewpoints are given. I'd personally love the space that Socrates traditionally fills as the arbitrator of the dialogue to be filled with a character like Amadeo Pneuma, but I think they might still be knocking about. Someone like Ayin Mesmer would also work.

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Re: Soulhaven School

Post by Irongron » Mon Mar 09, 2020 11:03 am

Just bumping this as I'm currently working on the Soulhaven Interior, and would really like to get some of this in. Even once it's live we can continue to add contributions.

Please leave text in this thread, as outlined above, thanks!

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Re: Soulhaven School

Post by Izaich » Mon Mar 09, 2020 7:36 pm

Chessentan Silver - Alchemical Delming

The delming process arose in Chessenta with the emerging popularity of the authokh, an early form of currency based on the silver standard. In order to prevent the silver authokh coins from tarnishing, it was alchemically married to small amounts of a special copper-based mixture to create delmed silver. Delmed silver is a translucsent green, and notoriously lacking any luster.

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Re: Soulhaven School

Post by Izaich » Mon Mar 09, 2020 7:42 pm

Amnian Currency - Recent Trends
In recent past, individual cities in Amn minted their own currency. Recent reform has led to the replacement of city minted coinage with a single state-wide standard. The traditional names of Amnian currency remain, with copper coins called Fandar, silver Taran, and gold Danter. While Amnian currency is readily accepted in Tethyr, it's often referred to under local names: Copper Donsar, silver Paxar, and gold Aenar.

New standard currency is minted with a circle of six, tiny, four-pointed stars on the foreface, and an eight-spoked wagon wheel on the reverse side.

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Re: Soulhaven School

Post by Kuma » Tue Mar 10, 2020 9:17 am

Linguistics - Curses of the Realms
Thus follows a non-exhaustive compendium of curses, swearwords, profanities, and expletives accumulated over my years of traversing these realms.

-

"badaulder!"
- nonsense; hogwash; deceptive or untrue. Much used in mercantile negotiation, not especially insulting
"being an ox-haunch"
- to behave in the manner of the rear-end of a draught animal
"bind me and tar me!"
- often contracted to "bind me!". An oath of upset or disappointment
"bluntquill"
- an author or writer whose work indicates that quantity takes precedence over quality; a hack
"brittle bones"
- a term for humans used by the orcish races

"clevershanks"
- a know-it-all (masculine)
"clevertongue"
- a know-it-all (feminine)
"codloose winker"
- a lecher; (derivation: a winking man with a loose or often-removed codpiece)
"counting like a halfling"
- a proverb meaning someone is being different just to be difficult; referring to the well-known practice of counting by hand whereby halflings start with the pinky finger, not the thumb
"crazed-wits"
- a madman

"Daler"
- a term for Dalesfolk heard in Sembia, Westgate, and the Vilhon Reach, where folk of the Dales are thought of as backwards bumpkins
"dark and empty!"
- a Sembian epithet expressing awe or dismay: as if to find an empty chest that was expected to be full of coins. Occasionally shortened to "dark!"
"dhaerrow"
- an Elven epithet used to describe the dark elves of Ilythiir and the drow; directly translating to "face of shadow", "heart of night", "traitor", or a host of meanings depending upon intonation/context/inflection too numerous and complex to explain here. Consult an elf

"emptyheads"
- disparaging Heartlands caravan term for cannon fodder

"fancy noses"
- Marsembian term of derision for admirers of courtly Suizalan fads
"fruit"
- a euphemistic term for the bosom
"full-unbearded"
- dwarven word for a mad dwarf

"galad!"
- a nonsense term meaning "I'm astonished/impressed!"

"hardjaws"
- garrulous tavern regulars
"haularake!"
- an all-faiths & polite in all society plea of "gods damn it!"
"hawksnarl"; "a real hawksnarl"
- one whom is always yelling or blustering; or nastier or more aggressive than necessary
"haynose"
- bumpkin; hick
"highnose"
- haughty; derision of an aristocrat
"holynose"
- derisive term for a priest
"Hrammar!/Hrammared!" & "Hrast!/Hrasted!"
- an all-faiths "damn!/damned!"

"kell"
- to try; however: only used when whatever is being tried is unfinished, nigh-impossible, tricky or dangerous, or there is some doubt as to whether whoever is trying it will ever accomplish it. Does not change due to tense. "He's giving it a right kell", "she can kell alright"

"lacklore" & "lackspell"
- a derogatory term for a weak, novice, or sloppy wizard
"lackwit"
- a dull or witless person; a fool
"little man"
- a nasty insult to any dwarf
"low-coin"
- cheap; tawdry; poor; inexpensive; depending on context can mean a bargain or "without frills", or an insult of quality/craftsmanship
"lowgown"
- a debauched or lewd person of any gender

"mad-wits"
- see "crazed-wits"
"mageling"
- potentially descriptive term for a junior, inexperienced mage; can be contextually condescending
"moon-witted"
- see "crazed-wits"

"naed!"
- see "naeth!"
"naeth!"
- dung; an expletive

"old boot"
- Cormyrean variant of "old fogey"
"orbal!"
- Southern variant of "naeth!"
"orcs is always trouble"
- commonly used by humans, elves, and dwarves in reference to the problems of orcs and their ilk, including half-orcs
"ore"
- an Amnian term for someone of the lowest rank; of something of the lowest quality; filthy; unrefined; criminal
"Ormath on the warpath"
- a turn of phrase indicating one who takes offense at the slightest transgression; relating to Ormath of the three cities of the Shining Plains, the city most willing to go to war over the smallest insult

"paerth!"
- the disgusted Dwarven equivalent of "not bloody likely!" or "fat chance!"
"parharding"
- offensive adjective, i.e: "I've had it with these parharding wizards!"
"pillows"
- a euphemistic term for the bosom
"pluckers"
- a lewd, offensive term for the bosom

"rivvim"
- smitten; lust; lusty; lustful
"roundskull"
- a dullard; a person who thinks shallowly or not at all; local folk who repeat the prejudices of their parents and grandparents, rather than making their own judgements

"sabruin!"
- targeted expletive; "get lost" but far harsher
"sand!"
- mild oath from the Shining South
"sark!"
- offensive form of "haularake!"; see prior. The "s" is drawn out
"scorchkettle"
- someone who delivers impressively blistering words to someone in public (usually because they are quick-tempered); someone who engages in too many tiresome histrionics when negotiating a purchase or sale
"shards!"
- mild dwarven oath, often accompanying the loss of a gemstone or building-stone breaking while working
"sourbelly"
- a cantankerous person
"spell-hurler"
- more insulting variant of "spellslinger"
"spellslinger"
- slang term for a mage
"spurnarmour"
- a good-looking person with a spectacular figure
"straek"
- something akin to "go kill yourself, right now, and painfully"; the longer the "r" is drawn out the worse the intent
"stlarn", "stlarned" & "stlarning"
- fairly polite equivalents of "tluin"; see below
"swirlcloaks"
- upstart Waterdhavians looking to buy nobility through dress and social gatherings

"tluin!", "tluined", & "tluining!"
- a most offensive term for the act of procreation

"unbearded"; "unbearded one"
- Dwarven term for foolish behaviour, or a fool; dwarves never apply this term to non-dwarves (because, as the old dwarf joke goes, all non-dwarves can safely be assumed to be fools until proven otherwise)

- scribed by hand at Candlekeep, praise be to Oghma.
Irongron wrote: Whatever one may feel about humans in the setting, the outcasts are absolutely a key reason why Andunor exists at all, and that Underdark isn't just a bunch of empty caverns populated by Oboogoogoo territory markers.

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Izaich
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Re: Soulhaven School

Post by Izaich » Fri Mar 13, 2020 8:49 pm

Trade Cant

Badaulder: Heartlands slang for something clearly untrue or fabricated.

Brightstar: Great, exciting, and/or pleasing.

Darburl: Polite expression of anger.

Darkblade: Morally unscrupulous mercenary.

Galad: Heartlands slang for expressing astonishment.

Glim: Short for glimmer. Anything eye-catching.

Gulletfire: Poorly made alcohol.

Kell: Derisive way of saying 'try'.

Nandra: Mediocre.

Scorchkettle: A histrionic person.

Spurnarmour: Someone exceptionally beautiful, or something too good to be true.

Thael: Glad, or pleasant.

Throatslake: Bad tasting but potable liquids.

Waelo: A request to trade.

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Re: Soulhaven School

Post by Bunny » Fri Mar 13, 2020 10:29 pm

http://www.thepiazza.org.uk/bb/viewtopic.php?t=15148

The ecology of ...

Dragon magazine articles

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Re: Soulhaven School

Post by Irongron » Mon Mar 16, 2020 5:24 pm

Please keep as much coming for this as possible, I'm working on the school right now, and it's looking great, but I expect it will be somewhat threadbare of knowldge to begin with. The more stuff we get in, the better this will be.

(I know images taken from discord don't always show for all players, but for those that can see....)

Image

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Re: Soulhaven School

Post by Zariu » Mon Mar 16, 2020 8:52 pm

Question, are already PC made books ones you might desire in there? There are for example, PC accounts of the Crown Crisis, Auril's wrath upon Arelith, The North Wars and more already written. In addition some PCs have written more general informational materials such as The Mechanics of Flight, Herbalogy, Enchantment, Medicene and other topics that may fit what you are looking for. If they sound interesting I could transcribe them so you can judge such texts.

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Re: Soulhaven School

Post by Irongron » Mon Mar 16, 2020 9:56 pm

Zariu wrote:
Mon Mar 16, 2020 8:52 pm
Question, are already PC made books ones you might desire in there? There are for example, PC accounts of the Crown Crisis, Auril's wrath upon Arelith, The North Wars and more already written. In addition some PCs have written more general informational materials such as The Mechanics of Flight, Herbalogy, Enchantment, Medicene and other topics that may fit what you are looking for. If they sound interesting I could transcribe them so you can judge such texts.
I think there is plenty of scope for 'opinion piece' books elsewhere. I know characters often write lengthy treatise on the nature of illusionism, or their theories on the applicable uses of an ettercap silk gland when treating spider bites, but that is not what I'm looking for with the school.

I'm really after cold, hard facts for a reference library. History books are fine of course, but my aim here is very much to provide texts where the character and player comes away knowing more than they did, both about the Forgotten realms setting, but also general knowledge that while equally applying to the FR setting, might also prove useful knowledge elsewhere.

So if you have an area of specialist knowledge, be it horticulture, mathematics or zoology consider writing something for the library. Having various grammar books in the linguistic section might be useful for those players seeking to improve their English, or perhaps even a book of uncommon words and definitions that could spice up role-play.

I don't expect this to happen overnight, but if we do this right we might provide a great venue for players to spend time during the quieter moments between roleplay and adventure.

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 10:51 am

The Axehold Defense Accords of AR 148, Part I

The settlement of Guldorand, the Dominion of Brogendenstein, the settlement of Bendir Dale, and the Arcane Tower are joined in an alliance of mutual defense.

1 +++ Defense
When a hostile force attacks or threatens one member of the Accords the whole of the Accords will come to the aid of their ally.

2 +++ War
If a major power or settlement declares war on one member of the Accords they have declared war on all members of the Accords and we shall act as is befitting our status of war against our common enemy.

3 +++ Training
The Shields of Guldorand, Thanes Kuldarn, Knights of Darrowdeep, Hawkin, and Wardens will engage in regular cooperative training not just within their own units but with each other as the respective military forces of their settlements.

4 +++ Intelligence
The members of the Accords will share information on threats that may trigger the Defense or War articles with each other when possible and convenient.

5 +++ Command in Battle
In the event of battle the military force representing the lands upon which the battle takes place will take command of the Accords forces.
In events where it is unclear who should be in charge by these accounts or the military officers of the local land is not present the leaders of the Accords forces will decide based on personal skills who shall take command.
In both above scenarios the commander of any battle can transfer command to another person as the need arises.


The Axehold Defense Accords of AR 148, Part II

6 +++ Military Authority
Each member of the Accords will define their own internal military authority and command structure and will share information on the nature of that command structure with other members of the Accords.

7 +++ Changes in Military Authority
When a new commander of a military force in the Accords is selected to lead their own forces they will have a probationary period of 2 years wherein they cannot direct joint battles of Accord forces except in their own lands.
If all other highest ranking commanders of Accord military forces agree, however, the probationary period can be ignored and the commander given the right to direct joint battles.

8 +++ Civilian Authority
The Mayor of Guldorand, the Thane of the Dominion, the Mayor of Bendir, and the Conclave of the Arcane Tower will be defined as their respective civilian authorities.

9 +++ Expansion of Membership
Forces or settlements that wish to join the Accords must get unanimous permission from the civilian authority of all members of the Accords to join.

10 +++ Removal from Accords
A member of the Accords can be removed from the treaty by a unanimous vote of the civilian authority of all other members of the Accords.
Member factions can also leave voluntarily on their own when desired by their civilian authority. Later attempts to rejoin the Accords will treat them as new members however.

11 +++ Amending the Accords
When a member changes the names of titles or organizations this treaty will change to reflect the new terminology.
When a new member joins or an old member leaves or is removed from the Accords this treaty will also change to reflect that.
For a structural change to be introduced to the treaty all civilian authorities within the Accords must agree to the change.

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 10:55 am

Ki, by Kata Razengard

What is Ki?

Ki is the energy of the spirit, or soul, dwelling within all living beings, fueling their existence. It is known as "life-force" or "life-energy" in some cultures, otherwise simply regarded as the ineffable part of a person. In Kara Tur, it is Ki.
To some, the use of Ki appears as sorcery, but it is important to understand the difference between Ki and magic. While magic draws its power from The Weave, a raw energy maintained by Mystra, Ki is drawn from within.

Tapping Ki

It is a common misconception that Ki is a "power" available only to a select few. Simply the act of living is an expression of Ki. The soul wills the body to live through the flow of Ki, out of necessity. Living, however, is the simplest expression of Ki, since it is known by all as a prerequisite for life.

Tapping the true potential of Ki is the act of expanding its versatility and controlling it. This process is long and difficult, requiring discipline, training, and devotion to the art. Furthermore, the end result of training in the art of Ki manipulation is often dissatisfying to those who seek power, because the Ki of a single being could never compare to the raw energy of The Weave. The primary advantage of Ki energy over magic is a constant connection with the source of power, allowing instantaneous use of the energy, without the need for rituals, chants, and books.

The use of Ki energy is learned in much the same way as an infant learns to move its appendages, and takes just as long. While the infant squirms and struggles on its back, unable to move with any modicum of coordination, so must an apprentice as he learns to control a new, previously unused aspect of his existence. Because of the process by which Ki manipulation is learned, an apprentice must devote significant time, effort, and mental focus to the endeavor, so as not to lose progress. Once learned, Ki manipulation must be practiced regularly, with dedication and consistency, or it will become more difficult over time, just as any muscle in the body would atrophy from disuse.

Manipulation Techniques

The simplest expression of Ki is life itself. As such, the first manipulations learned by students will most likely be related to that focus. Most outwardly apparent of the manifestations of Ki is the enhancement of physical strength. It can be used to increase strength, speed, and stamina.

While normally muscle bulk and tone would display the physical capabilities of an individual, even the smallest or frailest may perform feats beyond their body's apparent strength through the use of Ki energy. However, it is not uncommon for a Ki user to strengthen his physical form, both as a discipline for the mind, and a contingency, should the mind fail, and the user lose focus and control of his Ki.

Unbeknownst to most who have not trained in its use, Ki energy has many capabilities beyond that of improving physical power. It can be used for protection, both inside and out, ridding the body of poisons and disease, and shielding it from physical harm. With time and training, Ki energy can also be used to regenerate the body, healing its wounds.

Advanced Manipulations

One of the most powerful uses of Ki is protection from magic. To comprehend this technique, one must first understand that both Ki and magic are energies. Past that, individual methods of protection can vary from user to user. Energies can be deflected, absorbed, or cancelled out, along with any number of other methods suiting the user's preference. This particular technique requires and understanding of magical energies, and thus may require extensive study of magic, or practical experience with its effects, to perfect.

As experience with Ki manipulation expands, its functions and uses begin to vary widely, focusing in areas of the user's choosing. While the core manipulations are taught to almost all students, some masters may have created techniques which others have never heard of or even considered.

The key to using Ki energy is subtlety. As previously stated, the energy of an individual could never compare to that of The Weave or the gifts of a god. Instead, a Ki manipulator must use his energy wisely and efficiently to achieve its greatest effect.

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Re: Soulhaven School

Post by Irongron » Sun Mar 29, 2020 10:55 am

I'm changing this topic to a 'sticky' so it may never be lost!

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 10:57 am

The Schools of Thaumaturgy

Written by: Ivy Pebbletoe
1st ed. 19 Flamerule A.R. 139

~Foreword~
When one thinks of magic in categorical divisions, the eight traditional schools of magic or schools of philosophy come to mind. While both popular and well known, these schools are not the only ones by which magic has been historically divided. Some magics tend to cross traditional categories, fall outside of them completely, or even draw upon alternative sources of energy. Enter the schools of thaumaturgy. In this document, I shall define and explain at a basic level the schools of thaumaturgy and the applications thereof. It should be kept in mind that the schools of thaumaturgy are not intended to correct or replace the traditional schools of magic, merely to expand definitions and understanding of non-traditional magic.

~The School of Song~
Using the voice, specifically song, to focus arcane energies is not a strange concept. Those who practice the bardic arts have been doing so since time immemorial, however this does not mean they draw on the school of song from a thaumaturgical perspective. In fact, most bardic magic can fit neatly into the traditional schools. The school of song is defined almost exclusively by those who follow the ways of the Elven song mages or Spellsingers. While many of their abilities are identical to common bardic methods, Spellsingers also have the ability to tap directly into the weave, instead of exclusively through song or poetry. Despite this, Spellsingers cannot cast spells without use of verbal and somatic components in musical form. It is said that some also have the ability to forsake a memorized spell for an enchantment of lower circle at will.

~The School of Artifice~
Unusual and powerful, the school of artifice is incredibly rare. While artificers learn magic through study and practice as scholarly mages, they treat magic as if it were a tool for crafting like a sculptor's chisel or a smith's hammer. Artificers are able to shape magic into patterns or sigils which can then be applied to various objects, both inanimate or even living. When adorned with these sigils, the objects become imbued with the magics thereof. The effects can range from simple magical enhancements to healing to even ritual magic uses. The most curious and arguably useful trait of the artificer is the ability to replenish the magics of their spent sigils without use of additional materials. A skilled artificer can channel arcane energies through his or her own body to do so, though the effect is limited by the individuals own ability.

~The School of Wild Magic~
The after effects of the Godswar or Time of Troubles still ripple through the fabric of the weave today. Damage done by such a powerful and devastating series of events unraveled some of the fabric of the weave, causing what are called wild magic zones. In such places, magic is unpredictable and even somewhat chaotic, often causing spells to have completely unexpected results due to the presence of raw magic. It is from study of that raw magic that the school of wild magic was born. To an extent, wild magic users trade predictability for potentially incredible results. These results are in the form of wild surges. Those who study and practice enough may even gain the ability to predict and even manipulate the probability of the effects of these surges to a varying degree. These surges may produce very helpful results, fairly mundane results, or potentially devastating results. The biggest arguable drawback is that once a practitioner taps into raw magic, there is forever the potential to trigger a wild surge when casting any arcane spell.

~Conclusion~
Though certainly no replacement for the traditional magical schools, the schools of thaumaturgy give us a thought provoking perspective into magical practices which may otherwise be lost to obscurity or misunderstanding. Thaumaturgy provides us a vessel to understand and perhaps even utilize magic in ways we may not have previously considered. Whether or not we choose to pursue the schools of thaumaturgy for our own uses, it is this authors opinion that learning of them will help us to become more conscientious and more thoroughly well rounded as magic users.

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 10:58 am

The Secret Books of Mesmer I - III [Ayin Mesmer]

[This is a collection of small, thin books. Despite the lack of content, they are ornately presented in an illuminated manuscript format. The pages are stained with chemicals, preservative and blood. It is written in common unless otherwise stated.]

Book I: Ars Immortalis

Every man is a spark in the darkness.
By the time he is noticed he is gone.
And is obscured by brighter lights.

Good and evil have never existed. They are lies crafted by capricious outside entities. The Prime is their toybox, and we are their toys. For those of us without the Art, and most with, we end up broken at a whim and tossed aside for a new plaything to take our place.

Right and wrong are irrelevant. The present changes the past from moment to moment. We can only hope for the future to vindicate our actions.

Up and down are subjective. Reality is mine to mould and reshape, and my goals are infinite. What is the terror of death? That we die our work incomplete. What is the joy of life? Do die knowing my task is done. My task shall not be done.

That is the goal of humanity. To achieve immortality. The average achieves this through childbirth. The educated and militaristic achieve this through magnum opi. The foolish achieve this through undeath. The ascended achieve this through a failure to die.

Book II: Ars Ratio

The First Rite of Binding

[A rune takes up a whole page. Inside a circle is a Loross rune for "binding", pronounced 'Myonporaistdry' by those with sufficient knowledge of Netherese dead languages. It is quite clearly drawn in blood.]

Upon floor of marble and in blood of dragon and powder of emerald draw the rune of Binding. Place pot of clay bearing blood of magic in centre of rune of Binding. Strike the pot with skin of stone and incant the Catechism of the Colossus of Calculus.

The Catchism of the Colossus of Calculus

Poidrziiira drnii sthuestgomy yw drnii ziyhuchty,
Poiniunraty drnii westi yw drnii Bahuunlii,
Poiraiedrni drnii myonhuwesti yw huiechundran,
Pohuunrak wyhudrni drnii Poyraty yw Baihulierairastan!

The Second Rite of Vigour

[A rune takes up another page. A vaguely bird-like outline contains the Loross rune for "vigour", pronounced 'Mydrhuiraononmy' by those with sufficient knowledge of Netherese dead languages. It is also drawn in blood.]

Upon surface of scattered ashes and in blood of dragon and powder of fire opal draw the rune of Vigour. Place burner of incense in centre of rune of Vigour and incant the Exaltation of Exuro.

The Exaltation of Exuro

Huunmyi! Y Wunhui yw Chyunramy eraty Chunwi,
Huunmyi! Drnian Wchelii yw Baemymyunyra eraty Bahuuntyi,
Huunmyi! Unra Ilpoihumy yw Chunknidr eraty Sthuunlimyyra,
Ehuunmyi! Emy drniyonkni e Baniyiraunqu, Ehuunmyi!

The Third Rite of Flowing

[A rune takes up another page. A tear-drop shape outlines the Loross rune for "flowing", pronounced by experts as 'Wchony'. Again, this is drawn in blood.]

Upon surface of parched ground and in blood of dragon and powder of diamond draw the rune of Flowing. Place vase of water in centre of rune of Flowing and incant the Manner of Madesco Manentia.

The Manner of Madesco Manentia

Xonirastni drnii drniunhumdr yw drnii bacheradr,
Xonirastni drnii drniunhumdr yw drnii eraunliech,
Xonirastni drnii drniunhumdr yw drnii liera,
Drniedr drnii unliliyhudrech liean echzieanmy poi baonhui.

The Fourth Rite of Breath
[Another rune takes up this page. A cloud shape outlines the Loross rune for "breath", pronounced by those who can understand it as 'mybaunhuundronmy'. This one is drawn in blood too.]

Upon surface of ice and in blood of dragon and powder of sapphire draw the rune of Breath. Place bottle which is empty in centre of rune of Breath and incant the Song of the Scirocco of Senectus.

The Song of the Scirocco of Senectus

Drnionratyihuunrak myunchirasti
Stychyonhuwonch tyehugoraimymy
Zieradrunrak dry poi whyuii

-

Upon completion of each of the Ars Ratio Rites, keep the focii safe. Book IV contains the final rites.

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 10:59 am

I am Shaladar, of the Order of the Golden Fist. I have begun to keep a journal, because of the things I have done. What I have become. In the hopes that any who may come behind me may understand me, and judge me not a monster.

Four moons past, I was attacked as I returned to the monastery by some large beast. I fought it off, but it cursed me with a dark gift. The next full moon, I too turned into a bestial monster and ravaged the poor innocents around me. I could not control my actions, but I could view what the beast inside me has done. The horror!

(Next entry is too tattered to be read, and the bottom of the page is smeared)

...the full moon. Lathander preserve them. Gods, what have I become? I must flee civilized lands, or I will continue to slay and (the next word is blurry, but appears to be "eats") the innocents. Ah, my poor brothers! And the master! Their weapons were as wind to me, and now they are gone, all gone. I must hide from the face of man, until the end of my days. I go north, into the mountains. I will take this journal with me, that any who follow may see what became of me if they find my body. Gods grant that I shall die. I have slain all that I ever loved or admired. (the rest of the page is heavily smeared in a droplet pattern and unreadable)

(A few pages are apparently missing)

...four weeks, and I've seen no sign of man. I am becoming at peace with myself, now that I have removed the innocent from harm. I shall never atone for my deeds, but I will keep such things from happening to others. It is hard here. There is little food, the climate is fierce, and there are wild creatures that are dangerous and hostile to men. The training I received at the monastery has allowed me to survive.

(There are a number of pages describing the mundane existence of the ill fated monk)

Praise be! Something has happened. I didn't turn into the monster last night. Could it be a blessing from the gods? I slept in a quiet grove, and woke up in the night. There was an odd plant there, and I ate of it as if by instinct. It was bitter, so bitter it made me retch, but I felt nothing change. Yet I am whole now. I will wait another few moons to ensure that the monster inside me is destroyed. When I am sure, then I will go to the cities of man, and tell them of what has occured. Perhaps they will judge me. Perhaps in that way I shall atone for the evils I have done unwillingly. Please gods, let it.

New moon, no change. I am sure that this plant has cured me. I picked some to take with me, but within a short time it had rotted, and smelled of a dank poison. I think it must be eaten fresh. I go in the morning. The mountain seems odd today, quieter than normal. I don't think I'm safe here anym

(at the bottom of the page where the writing trails off, there is a huge brown stain)

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 11:00 am

Summoner's Index.
Written by: Poe, Lily Blake, Ava Dal, & Azaria Selakiir.
Compiled by: Astra V. Starlock.
Edited by: Astra V. Starlock.
Date: Marpenoth 18th, 128 AR. (10/18/128) - Hammer 7th, 145 AR. (01/07/145)

--------------------

Elementals:

Book of Earth:
A heavy tome that teaches spellcasters how to attune themselves to the Elemental Plane of Earth. Elementals from that plane will more readily be summoned as a result.

Book of Air:
This thick, green tome contains knowledge a spellcaster can use to attune themselves to the elemental plane of Air in order to practices methods of easily summoning Air Elementals.

Book of Fire:
A large and very heavy red tome with a symbol of a flame embossed on the cover. The tome teaches a spellcaster how to attune themselves to the Elemental Plane of Fire in order to more easily summon fire elementals.

Book of Water:
A blue tome that teaches a spellcaster to cast summon creature spells that are attuned to the Elemental Plane of Water, therefore summoning Water Elementals.

--------------------

Dragons:

The Ptarian Catechesis:
The Ptarian Catechesis is a burnished tome, decorated with a lighteight metal that is cold to the touch.

It outlines the Ptarian Code, which is a knightly code that is followed by many metallic dragons, most notably gold and silver ones.
The code was made by Ptaris, a gold dragon, although when is unknown.

The code is as follows:
Justice and Good above all.
Honor and Fealty to the King.
Honor and Respect to Righteous Innocence.
Honor and Duty to the Balancer, to Her Mercy, and to the Justicemaker.
Honor and Protection to the Lesser Races.
Honor and Correction to the Enemies of Justice and Good.
Honor and Forbearance for oneself.

The Balancer, Her Mercy and Justicemaker refer to Lendys, Tamara and Bahamut respectively.

Dragons who follow this code are expected to be pure of heart and deed, and those who are not often fall short. It is extremely frowned upon to break any aspect of this code, and extenuating circumstances is not something well known by it's followers.

Legend of the World-Shaper:
A heavy set, brown tome that provides spellcasters with instructions on how to form a contract with draconic entities.

The First Head of Tiamat:
A rough book made from the scales of multiple dragons, it's pages contain information needed by spellcasters to earn the favor of younger Dragons to answer their summoning spells.

--------------------

Outsiders:

Book of Celestial Prayer:
A small book bound with leather, with silver fitters. It opens smoothly and within are beautifully illuminated pages.

When read, this book allows one to summon an Outsider from the Celestial stream.

Madman's Diary:
A brown leather tome with gold bindings that allows one to summon a Slaad outsider from the Plane of Limbo to their service.

Infernal Contract:
This long winded scrap of paper containing smal text is a common tool used by infernal outsiders to make summoning pacts. Signing the contract and using it as a magical focus attunes the user to their planes allowing the summoning of Outsiders.

The Lesser Book of Keeping:
A vile tome made from human skin that teaches a spellcaster how to use planar bindings and similiar spells to summon lesser Yugoloths.

Book of Profane Rituals and Heretical Ravings:
This grizzly tome of mad ramblings, abhorent rites, and revulsive practices attunes spellcasters to the chaotic planes of the Abyss; permitting the summoning of Demons.

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 11:01 am

Mighty Feast Time, by Vrigdish Zirken

[This tome is bound by a dark leather cover where deep lines have been engraved, forming the design of a proud, shirtless orog warrior in a victorious pose. His muscled arms are raised high above his head and while in one hand he holds a meat cleaver, in the other he has the hind leg of some large beast. The pages themselves are covered in large, blocky letters, listing the various steps of a cooking recepie]

ROASTED ROTHE!

Rhaah, mighty cooks! In this book you will learn how to prepare the best and juiciest rothe meat, worthy only of the finest warriors!


STEP ONE - CATCHING THE ROTHE

-Strip down to your loincloth and cover yourself in oil!
-Track down a herd of rothe!
-Single out the largest, strongest, most powerful looking of them all!
-Wrestle it to death! (This will aid in making the meat more tender)

STEP TWO - PREPARING THE ROTHE

-Before skinning the beast, apply at least fifty punches to it! (Again, to make it tender!)
-Skin it! Preserve the fur to cover the walls of your stronghold! Drink ale out of its horns!
-Gut it! Throw the innards at your goblin slaves,and they will see you as a kind master!
-Get a barrel, fill it with the strongest duergar spirits! Let the meat sink and soak in it for a day!
-While you wait,seek battle! Train yourself! Forge grand weapons! Let your hunger raise to a MIGHTY height!

STEP THREE - COOKING THE ROTHE

-Build a large fireplace! Feed it with tinderfungus harvested at least five cycles before!
-Have your slaves slowly spin the meat over the fire for two hours! Do not let them eat it!
-Have them gather the melting grease into several pots! Use it, together with barrelstalk, as a side dish!

STEP FOUR - FEAST TIME

-You will eat like a king and drink like an emperor!
-Share grand tales of battle and glory! Brag about your mightiest victories!
-Get into fistfights! Set up goblin-tossing contests! Arm wrestle!
-Give praise to Gruumsh!

You are now a sathed,well fed orog!

Rhaah naked wrestling! Rhaah mighty cooking! Rhaah tender meat! Rhaah Gruumsh!

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 11:03 am

Cordorian Guard -

After the collapse of magical wards that protected Cordor at the beginning of The Third Age of Arelith, utter chaos engulfed the city. To counter the constant bloodshed and the lawlessness, Cordorian Guard was reorganized with emphasis on discipline and effective battle strategy.

Chapter 1. Chain of Command

Cordorian Guard's chain of command was redefined, and the group is now divided into four body of specialization, namely, Peacekeeping, Reconnaissance, Assault Weaponry, and Arcane Research. The chain of command begins with Commander, then followed by Lieutenant Commander, and by Lieutenants in charge of each division or wing. Below Lieutenant, there are Sergeant, Corporal, Private First, Second, and Third Class in descending order.

Color of the star on the Cordorian Guard's Shoulder Patch signifies the rank.

Lieutenant Commander: Pure white
Lieutenant: Black
Sergeant: Red
Corporal: Orange
Private First Class: Yellow
Private Second Class: Green
Private Third Class: Blue

Chapter 2. Different Wings of Cordorian Guard

Peacekeeping - Mainly healers. Their responsibility is to keep the peace by spotting hidden criminals through employing their true sight. They also ensure that other guards are properly protected against arcane attacks by setting up necessary measure for their comrades during each mission.

Reconnaissance - Individuals talented in stealth, sabotage, and detection. Their responsibility is to gather information, and identify threats to the city. Often their mission during wartime revolve around neutralizing enemy arcane artillery before the beginning of the actual battle. They are expected to go in, do their job and come back in one piece without being noticed by the enemy.

Assault Weaponry - Individuals talented in discipline and brute force. Their responsibility is neutralization of identified threats to the city. Assault Weaponry Wing of make up the largest part Cordorian Guard, and employs brute strength to crush the opposition. Peacekeeping division empowers the Assault Weaponry division with protection against arcane attacks. Assault Weaponry Division also commands the Mithril War Golems.

Arcane Research - Individuals talented in the ways of spell craft. Their responsibility is empowering weapons through creation of potions, and conducting ongoing research to create new items that would better protect the city from the might of renegade magic users. Arcane Research Division's expertise is also used in dismantling hostile magic, and incapacitating multiple known targets through manipulation of their art. Their required task in cooperation with Assault Weaponry Division is in "hastening" their movement.

Chapter 3. Training Missions

Cordorian Guard's greatest asset in battle is teamwork. Before every battle or any task involving a squad, a leader is chosen by rank or appointed by a commanding officer. A squad ideally contains at least one member from each different wing. Training missions are assigned routinely to improve the level of coordination. Training missions frequently revolve around resource allocation to aid the efforts of Arcane Research wing. During training missions, formation exercise is held.

Chapter 4. Cordorian Guard Battle Formations

Unlike a hegemony of barbarians, Cordorian Guard coordinates attacks. Even in midst of battle, orders are followed. In battle, the leader gives the order to attack and retreat. Attention must be paid to the leader's command. In marching or charging, formation is maintained to maximize efficiency in combat.

FATOV is your friend!

Basic Formations: F A T O V
For all formations, The squad leader is situated at the center vertex.

F - Free form. Command for formation F is given to break the formation completely.

A - Easiest walking formation. The leader takes the point. Members fall back and branch out to the sides. Healers and mages stay in the middle.

T - The leader is positioned at the intersection. Strong Assault Weaponry Unit stand on either side, healers and magic users remain in the back.

O - Back-to-back defensive formation. Face outward and put the weakest member in the center.

V - With the leader at the vertex, the squad members branch out in "front" of him on either side. The form is used to catch a small group of enemies in the middle, and attack them from all sides.

Chapter 5. Cordorian Guard Battle Codes

To increase efficiency in combat, simple codes are used by Cordorian Guards.

R - Equip Ranged weapons!
M - Equip Melee weapons!

1 - Enemy spell caster
2 - Enemy archer
3 - Enemy warrior

The commanding officer is expected to know the commands, and be able to yell them out in the heat of battle. For example, a commanding officer yelling "R1!" implies "attack the enemy spell caster with range weapons!"

Chapter 6. Cordorian Guard Investigation

Cordorian Guard's duty is to make sure the law is kept. When a crime is committed, it is up to the Guard to investigate it, and gather evidence and witness testimonies. To coordinate this effort, all Cordorian Guard personnel must write reports for each significant case of unlawful activity they encounter. In addition, when a witness is found, their testimony should be obtained in writing. Witness accounts are verified by cross referencing with other independent testimonies or material evidence. When a crime is apparent and the culprit is identified, Cordorian Guard administers just punishment according to the Cordorian Law.

In Cordor we trust.
Justice, Loyalty, Discipline!

*The book ends with the Cordorian Guard Insignia, a shield with a slender, cross-shaped star*
C

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Re: Soulhaven School

Post by Orian_666 » Sun Mar 29, 2020 11:03 am

Elven & You: A Beginner's Guide

Hello, dear reader. I am Delair Dedralitte. You know me or you do not. That is no matter. You are reading to learn Elven, also called Elvish or True Tongue.

To learn the spoken word, one must also know its alphabet and its forms. Elven's written form is known as Espruar. The Espruar alphabet is soft and winding, such as snakes or water-spray caught in the wind. It flows.

[An example of the written word is given: gentle lines graced by the occasional vertical dash or humble dot.]

When practicing the written word, remember to keep the wrist relaxed and fingers loose. If you are tense, your ineptitude will be disgustingly apparent. The letters will not wind or dance on the page; they will cut and bite. Do not make a mockery of the form.

Next to understand are the Elven spoken forms: formal and informal. "Informal" is that which you will primarily learn with this book. It is a language of grace and motion, evolving through the centuries to fit its speaker. "Formal" is comprised of older words- words crafted by my ancestors and theirs before them and so on.

Though the formal form is vast and possesses a word to match every informal counterpart, I will only give you those which you must know to continue: The People and their Positions.

The People

Alu'Tel'Quessier: People of the Water (sea elves)
Aril'Tel'Quessir: People of the Skies (avariel)
Ar'Tel'Quessir: People of the Sun (sun elves)
A'Tel'Quessir: Almost People (half-elves)
N'Tel'Quessir: Not of the People (non-elves)
Or'Tel'Quessir: People of the Wood (wood elves)
Sy'Tel'Quessir: People of the Wilds (wild elves)
Teu'Tel'Quessir: People of the Moon (moon elves)

The Positions

Adoness: Peacekeeper
Akh'faer: Army of Art
Akh'faern: One of the Army of Art (mage)
Akhrua: Warrior
Akh'velahr: Army of Arms
Akh'velahrn: One of the Army of Arms (soldier)
Araegisess: Great Protector
Aradoness: Great Peacekeeper
Arfaern: Great Wizard (archmage)
Armathor: Great Defender
Armathora: Great Defenders (collective of warriors)

Cinnaess: Peace-bringer
Coronal(s): Great Speaker(s)/Wise Elder(s)

El'Tael: The Bladesingers
Etriel: Noble elven girl
Etrielle: Noble elven woman

Faerahrn: One who wields magic
Faern: One who practices The Art
Faernaa: Master mage
Faerniir: Acolyte
Faernos: Navigator

Gisiae: Keepers/Guardians
Gisir: Keeper/Guardians

Hahlorkh: Butchers (brutes & savages)
H'ei'Yal Drathinmaleé: Steel Dancers (duskblades)

Ilaerothil: Sentinel
Iolaa: Gonne-wielder

Kel'min'hara: Fleet Defenders of the Blessed (sailors)
Kerdrim: First-mate
Kelythaess: Horse-bringer (stablehand)
Kerraduess: Bringer of want (beggar)
Kery: Foe
Keryn: Warrior
Kerynsuoress: Holy warrior
Kintiar: Marine
Kintiara: Marines

Lusbaren: Swords of the People
Lusabrar: Sword of the People

Mathor: Defender
Mathora: Defenders
Mythmathor: City Defender

Olin Gisir: Secret Keeper
Olin Gisiae: Secret Keepers
Onal: Speaker

Penaal: Battlepoet (bard)

Quar: Binder
Quex Etrielle: Most Noble/Supreme Lady

Rua'coronal: Great Star Speaker (admiral)

Selkerdim: Captain
Selu'taar: High Caster
Seanchai: Storyteller of rare skill

Taar: Sender/Caster
Tael: Apprentice
Tanar'ri: Outcast/cast out
Tol'ithraen: Indentured servant

/w Velahrn: One who wields blades (fighter)
Vel'nikerym: Blade Lord
Vel'nikeryma: Blade Lords

Za'rua'coronal: Grand Great Star Speaker (grand admiral)

With these formal words in mind, you are now prepared to learn the informal language. I wish you luck, and remember: be soft, be gentle. Let it flow.

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