Post
by Ping14 » Fri Oct 22, 2021 1:03 pm
Arselu’tel’quess
by Vilindra of house Cys’vires
The hardbound tome is covered with a velvety green wrappings, only the title of the book “Areslu’tel’quess is written in elven scripts, the rest of the writings at the cover page is written in ancient Seldruin Language. A female elven mage also adorns the cover page, the silhouette of which is lined by silvanite, one that glimmers upon touching it.
Only those with pure elven blood could open the tome, the others, no matter how hard they would try to open the tome… cannot read its contents. Should the tome be opened forcefully, the pages of the book remains blank in the eyes of the N’tel’quess… but for those who are born of magic and beauty… those of the people, could clearly see the script within.
Each page is written in the language of the old, the ancient Seldruin. As such, it would require tremendous lore to decipher, perhaps even requiring years of study to read the scripts. Each word written on each fly gives off a magical light as one touches it. This tome… truly is a masterpiece of the elven folk.
Heirarchy in the School of the High Art
The elven school of high art is comprised of three ranks. The Cor’selu’taar, which serves as the Grand Mage of the school, followed by several Selu’taar, and finally, the high mage petitioners. Of the officials, only the identity of the Cor’selu’taar is known. The Selu’taar, or the elven high mages, are hidden from the public eyes in order to protect the elite school of the elven high magic.
There are several ways in order for one to be able to practice the high art, the most common being is to petition to the elven school of high art. A written letter directed to the Cor’selu’taar is posted, the Cor’selu’taar then observes the petitioner’s progress with the conventional art, and it is up to him/her to decide should the petitioner be able to enter the school of the high art.
Another way for an elf to be able to practice the high art is by obtaining a high lorestone, a Selu’kiira. This elven artefact is a sentient one, and is one that holds immense knowledge of the high art. Basically the knowledge of those who held it is transferred to the new owner of the high lorestone. The consequences of forcing a bond with the high lorestone are dire, the most common is death.
Requirements for Application
No kindred of unpure blood or those of the N-tel’quess are allowed to practice or be taught of the high art. It is done to protect them from themselves, the power needed for a high magic ritual is immense and the mortal vessels provided to them at birth cannot simply contain it. Be warned that death will follow those should the ones stated above dare to delve in the high art.
Any wizard, innatist, or bard of great character and determination may apply. Though do take note that a deep understanding of the arcana is needed for one to qualify in the school of the high art. While one’s knowledge is important, character is also taken into consideration. Perseverance, a great sense of duty to the people, and altruistic nature is expected of each of the petitioners.
Not everyone will be able to learn of the high art, but everyone is invited to have an attempt to get a hold of it. Only those who are deemed worthy by the Cor’selu’taar will be able to proceed with their studies of the high art, a rejection of one’s application isn’t final and may change when certain circumstances are met, such as an improving character of the petitioner.
The Purpose of the High Art
The high art serves for one purpose only, and that is to preserve, serve and provide for the elven community. The Arselu’tel’quess is not there to serve the need for power of the practitioner, but to collect the power, make something out of it, and redistribute it among the people.
While some of the rituals of the high art are destructive in nature, know that those rituals are only done in the most dire of situations. Almost all of the high magic rituals have a renewal component to them, providing rejuvenation to the damaged land with the exception of one.
All of the high magic rituals are ethically and morally sound, provided that one is pointed to the proper perspective. One thing to reinforce the morality of a high magic ritual is that if a single ritual supporter is not wholly taking part in the ritual, the ritual will is lost. It requires that the people be one of mind and heart.
Basics of the High Art
There are several differences which sets the high art from that of the conventional art. The former usually do not require a component, but should it require one, the component needed is very rare and is hard to obtain. In addition to this, line of sight isn’t that important to the high art compared to the conventional art. Lastly, each spell of the high art is a ritual.
There are many ways to circumvent the importance of line of sight when casting a high magic ritual. The most common being takes advantage of the fact that the high art is a direct tap to the weave. While in the state of tapping to the weave, the Selu’taar could use his/her divination eyes, enabling him/her to be able to establish the line of sight to the location where he/she wants ritual to take effect.
The high art is also a ritual, which means that it involves several participants to be able to be cast. The participants are called ritual supporters, and their role is vital for the high art. In order for the direct tap to the weave to happen, the Selu’taar needs immense amount of energy. The tel’quessir being born of magic and beauty and having a communal link with each other, could easily funnel all energies.
The Selu’taar for each high magic ritual serves as the focus point for all the energies to be channelled through the communal link of the elves. It is the task of the Selu’taar to collect and to facilitate the transfer of energy. It should be noted that once the direct tap is already done, the same amount of energy should be given back to the ritual supporters.
Ritual Wards
While the chances of an interruption of a high magic ritual are very much uncommon, it is vital that the necessary wards be erected into place before a high magic ritual is held. The wards should envelop the Selu’taar performing the high magic ritual and should be able to protect from physical, magical and mental intrusions.
Physical intrusions would cause the ward to send out magical bolts from the point of contact. A flash of light would follow, throwing one twenty feet back. Magical intrusions would be traced back to the caster, and the caster will be drawn to the very floor he/she is standing on. Slowly sinking and would not stop, up until the channeling of his/her own spell is stopped.
Should a mental intrusion happen, the intruder is subject to a soul trap spell. A feeling of the soul leaving the body is felt once the intrusion is performed, should it be continued, the intruder risks of falling into the trap. The essence of his/her soul transformed in to a gem… floating around the ward for as long as the ritual is taking place.
No ward is perfect however, having stated such, only a properly worded Disjunction spell could render the wards useless. Though even after performing such, it is not a sure fire way to disable it [d6 rolls on both parties, highest one wins the ward]. Also, do take note that divine interventions could also render it useless.
High Magic Rituals by Category
High magic rituals are divided into three categories, the basis for categorization is the number of Selu’taar needed for the ritual and its difficulty to perform. The classification is as follows: Rituals of Solitude, Rituals of Complement and Ritual of Myriad… from the easiest to the hardest of the rituals to perform.
Rituals of Solitude is the most basic form of high magic, it only requires a single Selu’taar. It has minimal risks when it comes to the caster and the target of the spell-rite. The word solitude can be misleading however, ritual supporters are still required to be present for it to be successful.
Rituals of Complement are midrange high magic rituals which requires atleast 3 Selu’taar to perform the ceremony. Since there are several high mages performing all at the same time, a problem arises with the focal point of the ritual. This is easily resolved by establishing a mental link between the high mages, so that none of the energies channelled is wasted and no additional requirements are needed.
Rituals of Myriad, requires atleast five Selu’taar to participate in the ritual in almost the same set up used in the Rituals of Complement. However, Rituals of the myriad requires more precision, and as such a second circle of casters should be present to aid in shaping the energies tapped from the weave. The second circle is usually comprised of those who practice the art or the power.
Adoessuor
Adoessuor, or “The Reverie of the Ages”, is a high magic ritual of solitude. It places the target of the spell-rite in a deep reverie. The trance like state is different from that of the usual reverie each elf does simply because the length of time the subject is placed into is far longer. The subject turns to the weave for nutrition and sustenance rather than food and water.
Applications of Adoessuor, may include but is not limited to the following: It may be used to regain a lost memory by subjecting one to a deep reverie, making it easier for him/her to re-enact the events that has taken place.
It may also be used on a kindred should one wish to ignore the passage of time, such as setting the elite guardians of the elven people to sleep, only to be awakened in the time of a promised battle.
Daoin’Teague’Feer
Daoin’Teague’Feer, or “Starshine Upon the People”, is a high magic ritual of solitude. It is a ritual of rejuvenation lead by a single Selu’taar. Certain conditions must be met in order for the ritual to be successful: the most prominent being, a clear starry night.
It is also a ritual of songs and dance. Under a clear starry night, the chanting of the elven people cleanses the target of the spell-rite physically and spiritually. The Selu’taar leading the group of elves also summons a shower of glittering stardust within the boundaries of the ritual circle. The lustrous dust settles into the participants, making them glow lightly throughout the ritual.
The starshine removes all grime and dirt from the people and the equipments, it cures all non-magical diseases or sesory loss, heals all participants, neutralizes poisons and bestows elven blessing upon all of those involved.
Evaliir’Enevahr
Evaliir’Enevahr, or “The Song of Enevahr”, is one of the few battle oriented high magic ritual. Due to its nature, it is also one of the mobile high magic rituals. The Selu’taar, leads a group of elves with a song that touches the soul and brings fire to the heart. Words of power are hidden subliminally in each words of the lyrics.
The effect of the song increases the morale of the allied troops while those of the opposing armies are demoralized and crippled by the singing of the song. Since the words of Evaliir’Enevahr, were lost in time, the most usual topic of the song are valorous acts of notable elven people. One that stirs the emotions in battle: making the green recruits as hardened as the veteran soldiers.
Kai’Soeh’takal
Kai’Soeh’takal, or “Skin and Breath of the Wyrm”, is a high magic ritual of solitude which aims to connect with a metallic dragon and adopt some of its energy. Most practitioners of the high art usually takes advantage of this ritual by granting him/herself with the form of the chosen dragon for a short amount of time.
Those who have deeper understanding of this ritual take advantage of the connection to the metallic wyrm by granting themselves innate abilities of the dragon they are connected with. A boon of strength and constitution perhaps, or resilience to the elements; perhaps even surrounding him/herself with the aura of the dragon, sending the hostilities running away in fear with a bellowing shout.
Ol’Iirtal’Eithun
Ol’Iirtal’Eithun, or “Flight of the True Mark, Arrows of the Art”, is a high magic ritual of solitude that imbues quivers of arrows with the power of the art. Several effects are noted for each arrows imbued with the art: Snuff Arrows, Eagle’s Mark Arrows and Targetting Arrows.
Snuff Arrows extinguishes normal fire and halves the effects of magical fires. Ironically enough the said arrows launched could also be used to deliver a devastating ball of flame should the fletcher wills it. It rivals the spell of an arcane fireball, affecting even those around the target.
Eagle’s Mark Arrows homes in on the target without the probability of missing. The arrows are infused with the art in such a way that the signature energy of the target is hardcoded in to each as one says his/her incantations. The arrow never misses its mark, and as such, is feared by most when this quiver is delivered.
Targetting Arrows are made in such a way that those who are struck by the arrow to give off an energy signature around them. The high mages knowing the key word named by the casting High Mage could now deliver spells to the target without even establishing line of sight. It makes it easier for each high mage to deliver their spells with great precision.
Saloh’Cint’Nias
Saloh’Cint’Nias, or “The Gift of Alliance”, is a high magic ritual of solitude that allows a high mage to call upon the ancient allies of the tel’quessir to aid in the defence of an elven realm. Beings that could be brought upon by the said ritual includes metallic dragons, movonic devas, bariaurs, baelnorns or even Reverend ones.
This takes advantage of the oath given by each of the creatures stated. The oath of preservation of the elvenkind. This ritual is usually done in a defensive war rather than that of an offensive war. Though special circumstances could arise should a threat be big enough, and that action should be made in order to prevent the coming destruction.
Theur’foqal
Theur’foqal, or “The Summoned Shield, Conjured Screen”, is a ritual of solitude that creates a transparent window of magical energy. The barrier made is defensive in nature, it allows nothing solid except sunshine and warm breezes to pass through its magical field. The barrier is made up of pure energy, the strength of which depends on the amount of energy tapped and shaped.
The barrier could be made stationary, though most of the times it is mobile for practical purposes in battle. It could be sound proofed, heat proofed, or even turned opaque with a touch of the hand. The qualities the shield holds depends on the liking of the Selu’taar.
U’Aestar’Kess
U’Aestar’Kess, or “One Heart, One Mind, One Breath” is a high magic ritual of solitude that provides a creature (or another elf) with a mental link, unlike tat shared by the elves in communion. The link provided is permanently forged and cannot be undone once established.
Applications of this high magic ritual is usually in a marriage rite, wherein forging a bond between the spouses is vital. A limitation is present however, an elf could only be placed undear U’Aestar’Kess with only two beings over the elf’s lifetime.
Vuorl’Kyshuf
Vuorl’Kyshuf, or “A message on the Bird’s Wings to Silver”, is a high magic ritual of solitude that allows a Selu’taar to communicate with other Selu’taar or kindred mentally, visually and audibly. It can be used to deliver messages in an instant while being so far from each other.
Mediums such as pools of water, polished shields or mirrors are used to summon an image of the person whom the Selu’taar wishes to speak to. The images are usually in a form of a ghostly apparition beside the target of the spell-rite.
Ahrmaesuol
Ahrmaesuol, or “The High Revival, Restoration”, is a high magic ritual of complement. It is a broad spectrum healing that affects a wide area beyond the ritual site. The number of effects depends on the casting and the situations. It cures all trees of blight, allows weather altering magic to take hold and cancel droughts or floods.
It can also be used to banish the effects of curses and broad corruption of animal and plant-life in an area. It only affects plant-life and animals however. To affect elves and other demi-elves with the effects of this ritual, Daoin’Teague’Feer should be used in conjunction with this.
Ghaatiil
Ghaatiil, or “The Travelling Path”, is a high magic ritual of complement that aims to create a gate, may it be two way or one way gates. This is done with the aid of Vuorl’Kyshuf, to establish a link between the two high mages that will create the gate.
The site of each Selu’taar is the site where the gate will be erected, the 3rd high mage will be the one responsible to maintain this link as the ritual is going on.
As the ritual commences, each high mage is surrounded by a light mist. As each performs the ritual rite, he/she is joined by the ghostly apparition of the counterpart high mage through the Vuorl’Kyshuf. One way gates could also be created, however, it becomes a ritual for four Selu’taar, the fourth one is responsible for setting the rules and closing one gate of the portal.
Ialyshae’Seldar’Wiyhlos
Ialyshae’Seldar’Wiyhlos, or “The Sacraments of the Seldarine’s Blessings”, is a high magic ritual of complement that aims to create several magical items all at once. The said magical items holds the portfolio of the Seldarine, each with fitting properties depending on the artifact’s host patron.
This ritual is responsible for providing the elves the magical equipments and artefacts endemic to the elven nation. This ritual is usually in the presence of the clergy of the Seldarine, the responsibilities of which are to bless each artefact provided by the ritual and to ensure that each of the artefact are according to each of their patron’s portfolio.
Possibilities of magical items are immense, however, Selu’kiiras, Tel’kiiras, and moonblades are usually produced in this way.
Fhaor’Akh’Tel’Quess
Fhaor’Akh’Tel’Quess, or “Tribute of One’s Duty to the People”, is a high magic ritual of complement. This ritual allows an elf of any age/health to sacrifice his/her life and normal existence in order to better serve the community in a different form. This ritual severs the elf’s ties with the call to Arvandor, but is replaced by the duty the form gives him.
Elves can become undead baelnorns or reverend ones, in which their duty is guardianship of things, places or the people. They can also be transformed into dryads, hamadryads, satyrs or treants, in which their duty is the guardianship of the trees and to act as an advisor to the Elven Court.
It is one of the greatest sacrifices an elf can make for the people, and thus, those who undergo it are accorded the highest honours both before and after the ritual.
N’Maernthor
N’Maernthor, or “Hidden Homeland”, is a high magic ritual of complement that aims to cloak an elven homeland in mystique. It protects it from outside intruders and unwanted visitors. It is less of a physical barrier, rather more of a mental one. It convinces a person that the route to the elven realm is actually another path that leads away from the protected lands.
It is not a fool-proof way to seclude an elven homeland however. Those with sufficient will power could see through this magic and fight off the illusion and enchantments of the mind, and will be able to find the protected lands. A certain variant of this guides the elf to the protected land and leads those of the N-tel’quess astray.
N’Tel’Orar
N’Tel’Orar, or “Corrosion/Erosion”, is a high magic ritual of complement that is one of the few that is destructive and renewing in nature. The high mages wraps themselves and the area in the weave and primal magic, by doing so, the area enveloped is subject to centuries of natural weathering forces, eroding buildings and other unnatural things.
The ritual summons high winds, mists and rains, and light abrasive silt. Each caster takes control of each element and wears down and disintegrates buildings of wood and stones. It is summoned to break down structure, to cleanse the pollution of civilization and to restore the natural order of a place. Once the ritual is done, nothing remains save a new soil consisting of soft loam.
Oacil’Quevan
Oacil’Quevan, or “The Forms of Unity and Age Among the Forests”, is a high magic ritual that aims to control or create massive forms of plant-life that is indigenous to the elven realms. It allows far more control and manipulation of standard plant control spells, and as such it is vital that the druids and druidesses are present is such a ritual.
The ritual aims to preserve the plant life, or perhaps even envelop elven realms with the aesthetics of plants and vines. Preservation of plant-life usually comes in a form of a petrification spell, wherein the lifespan of the plants are lengthened permanently.
Quamaniith
Quamaniith, or “The Vow Tangible”, is a high magic ritual of complement that aims to create an alliance stone. It creates a tangible, solid stone object that records and makes the promise solid. Should either of the party break the pledge, the object shatters, revealing to those who notice that a solemn oath has been broken.
The size of the physical symbol is relative to the number of people it encompasses. The object may not always be in a form of a stone, it may also be shaped like that of a figurine or a statue provided that those who are performing the ritual holds a keen eye and hand in aesthetics. Practical applications of this is making a Aestar’Khol… a marriage stone commonly used by the elven people.
Suyoll
Suyoll, or “The Revival”, is a high magic ritual of complement that restores an elf’s life, health and harmony with the weave. This ritual is commonly used as a rite of an acceptance back into the community of elves, despite any changes that occurred during the elf’s life.
This ritual restores an elf’s natural state, neutralizing all unnatural effects upon him. It cancels any curses of any nature other than those divinely placed. An advanced form of this ritual is in practice, wherein the restoration of an undead elf to a living state as if they were a century younger before their deaths/transformation.
Arrn’Tel’Orar
Arrn’Tel’Orar, or “Storm Erosion”, is a high magic ritual of myriad which is akin to the ritual of complement, N’Tel’Orar. It can weather away an entire city, though unlike the near untamed forces of the N’Tel’Orar, the forces of this ritual finds any unnatural states and restores them to their most natural state.
Examples of which are stone buildings being reduced to the soil from whence they came. Wooden buildings on the other hand are reduced to seedling trees. All that remains after the ritual is a site with enriched soil with surrounding plant life and loam.
Elaorman
Elaorman, or “A Place from All Around and Nowhere, Home Summoning”, is a high magic ritual of myriad that aims to produce a structure from the most natural of objects. It is like that of the Arrn’Tel’Orar save that it is the opposite. The castings of the 5 high mages pulls together rock and minerals or perhaps even seedlings and plants to “grow” a building.
The buildings created in the process can defy the laws of the land, in such a way a building can look like a giant wave, supported not by beams but by energies of the high magic ritual. The areas around the stone buildings produced in this manner are very fertile soil for trees and crops. A variant of this ritual is used to create the uniquely elven crystalline spelljamming ships and the monstrous monarch man-o-war crafts.
N’Quor’Khaor
N’Quor’Khaor, or “The Banishing, Binding Outside of the People’s Lands”, is a high magic ritual of myriad which creates a spatial vortex between two points to summon and bind an extraplanar entity. The ritual is composed of atleast nine Selu’taar.
The most basic of this ritual banishes the entity from the high mage’s world while the most advanced banishes the entity from the world and places the physical avatar in a subdimensional prison. All the levels of bindings must have a one way to undo the binding set by the high mages. This ritual is very taxing, which almost often results in the death of all Selu’taar present.
One example of this ritual in action was the banishment of the dark elves from the surface lands by Corellon’s priests alongside the high mages. The imprisonment was lax, though many believe their reduced power in sunlight is the nature of the binding.
Uaul’Selu’Keryth
Uaul’Selu’Keryth, or “The Sundering, at War with the Weave”, is a high magic ritual of myriad that is most chaotic in nature. It is usually used only in situations most dire and requires atleast 12 Selu’taar to perform the ritual. It causes the energy of the weave to fluctuate across a great distance.
The ritual is done by the harnessing the energy of the weave, causing an imbalance in the said area, causing it to misbehave. In lesser forms of the ritual, it disrupts all magic from miles around causing great turmoil in weather and animal life.
In its ultimate form, the weave is temporarily torn asunder, and damage made manifests in major cataclysms and storms, tidal waves, and permanent changes to the face of the land. This ritual has only been invoked once, and the ensuing cataclysms broke up large land masses to allow the creation of the isolated island of Evermeet.
High Magic and Mythals
To create elven mythals, a ritual of myriad must be performed by five selu’taar, the four of which serves as the inner circle, the remaining one serves as the focal point of the ritual circle – also known as the grand caster of the ritual.
The grand caster builds the central energy sphere from which the mythal grows, the four casters in the inner circle shapes the mythal. The grand caster sets the grand power of the mythal, which is most often the purpose for the mythal’s creation.
As the mythal grows within the ritual centre, the grand caster is consumed within. The grand caster then becomes one with the mythal, becoming the sentient being that will serve the elven settlement and enforcing the laws which the high mages have provided. The grand caster sacrificed his/her very existence and form in order to produce the mythal that aims to protect the people.