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The Brief History file:

Aeldia:

Some say that before the Ammelore lit the sky, Aeldia was but an ordinary planet. That is, of
course, not true. Very little of our history predates Ammelorite, because very little of our
history was worth noting then. You might have heard that our lands were devoid of magic,
truth is, there has always been magic on Aeldia, however, only creatures most foul were able
to tap into it. All we knew back then was darkness, demons, pain, and despair. Those were
dark times indeed. What we we didn't know yet, was that a great power was headed our
way, and with it - insurmountable hope.

There is no shortage of records of the night the meteor, now called The Ammelore, lit the
sky. People sang songs and told tales of the night the sky first cried purple, the serene
everlight that lasted months, the reckoning, the lilac dream. Fear of the unknown has turned
to marvel. What was supposed to have been destructive proved to be revolutionary. Now,
the symbol of hope, power, and resistance, The Ammelore is both an inspiring myth to those
less educated and a beacon of enlightenment to the inquisitive. For it has infused the lands
of Aeldia with Ammelorite, an element of pure and wild magical energy.

The impact caused a gradual shift of continents, away from the epicenter. And for a while,
that was that. Little manifestations of power from the people of Aeldia slipped into the
ancient texts, discounted as curiosities, oddities or miracles. We know now, it was the
beginning of magic. Two Earthling brothers: one wishing a whirlwind away, another halting
the rain. Mysterious wisps of light, defending younglings from skye demons. Animals
bonding with children for a lifetime of protection. Gods whispering to those who’ll listen,
pacts made with those who ask. Elven blacksmiths noticing curious powers within their
works. An Iltirian, rumoured to have shapeshifted into a shadow bird to flee a battle and warn
the rest of the coven.Just tales, and myths, and olden stories.

The first to ever recognise, study and record their findings on the emerging magic were
Elidor and Uni, a human and a dwarf. As the knowledge and teachings began to spread,
more and more people tapped into their talents, more fights were won against the terrors
that lurked just below the surface, driving them further away. But magic is wild and
dangerous and not to be underestimated. Corruption is easier to succumb to than most
realised and madness was always just around the corner for those wielding the most power.

A system began to form. Those who survived their own magic took on apprentices when met
with old age, to pass on their knowledge and help guide the next generation. But whenever a
sorcerer achieved a certain level of proficiency in their craft, they felt a pull, impossible to
ignore. Towards Orilium. They all journeyed, but few ever returned. In time, this became
known as The Novice Path.

We should note one group in particular that embarked on their Novice Path, The First Order.
The Novice Path is still notoriously difficult to tread, but it is nothing in comparison to the
wilderness it was back then. Despite all odds, The First Order have re-discovered The
Ammelore crater with a meteor cliff that floats above it, enriched with beautiful Ammelorite
ley lines. In their journals, they described an overwhelming sensation of peace, eagerness,
concentration, motivation and… togetherness. The Orilium Academy was established three
years later.

The Continents:

Irtheria:
Irtheria is the greenest continent, filled with life. It is home to the vast forests and majority of
Aeldia's wildlife. There are very few moments of stillness in Irtheria, as it constantly buzzes
with movement and, some say, even the mountains cannot stand still. The continent enjoys
a perpetual spring season, with blooms welcoming the natives every sunrise.
It is no surprise that Earthlings are native to this continent, their innate affinity to nature
magic stems from the ancient powers carried by the roots of the Mother Tree, which
predates The Ammelore. Since its arrival, the flora and fauna has flourished even more.
Irtheria is known for its ruins and tombs. They are home to many spirits and unknown
creatures, who guard and protect them from unwelcome eyes. In fact, it is considered the
most haunted continent on Aeldia. This makes it a popular destination for those seeking
knowledge of the past, albeit a very challenging one.
Only one urban city can be found in Irtheria, beyond which the natural landscape is. People
from these lands have usually grown up in small private communities, co-existing with nature
outside of technology. The largest population group is Earthlings, followed by Elves.

Darkmeadow:
Harsh cold winds, snowy thunderstorms and shadow charged air: these are just a few of the
challenges in the lands of Darkmeadow.. Due to this hostile environment, a lot of the
continent remains unexplored, however, there are tales about hard-shelled demons that
roam the lands, devouring anyone foolhardy enough to approach them. The terrain is difficult
even for those native to Darkmeadow, which is why the cities of Darkmeadow are
underground, sheltered inside the mountains. Overnight stays on the surface are not
advised. Only the Skaimorn Wisps were ever able to explore the surface fully, alarmingly,
they do not wish to share their findings of these parts with others. It is known, however, that
Darkmeadow is home to dragons.

The Underworld, a complex maze of grand underground cities in crystal caves and tunnels,
is mostly inhabited by Iltirians, who established and maintain The Great Underworld Library.
Access to this great trove of knowledge is closely guarded, making it a very coveted privilege
for most scholars. Those few fortunate to receive such grace described the sight as
breathtaking, marvellous, and glimmering with Truelight; a rare pure silver light magic only
found on Darkmeadow. Dwarves are amongst the most frequent visitors, some have elected
to stay forever, charmed by the glorious vastness of the Library and the tranquil hospitality of
Iltirians.

Kerador:
Kerador’s soil is steeped in Ammelorite, the continent's magical energy concentration is
second only to Orilium itself. The people and their cultures are as diverse as Kerador's
terrain, a piece of every continent can be found here. The largest population is of humans
and elves.
When the Ammelore hit, the majority of its shards landed around central Kerador, which is
now known for its purple shrubbery and Ammelorite ley lines. Discovery of these ley lines
was what led Elidor and Uni to conduct their first pieces of magical research. There is a
network of Mage Towers throughout the continent, erected at Ammelorite hotspots to
enhance their reach to nearby areas. The land is fertile, and for most, a life here can be very
pleasant.

Most dwellings have a large focus on entertainment. No town in Kerador exists that does not
have a minimum of two inns, a playhouse, and its own bardic college. The days are bright
and cheery, and the nights are rarely for sleeping.

Kerador hosts the only other major magic Academy, available to students of all ages and
talents, with a focus on an Intermedium level of aptitude and more practical uses of sorcery,
perfect for those looking for a general understanding rather than expertise in a highly
specialised field.

Daerune:
Daerune is the largest of the continents. It is known for its very orderly, giant cities containing
the largest amount of scientific facilities anywhere on Aeldia. Built largely by Dwarves, the
cities are open to anyone and everyone, provided that strict etiquette is upkept at all times
and no obstructions are raised against progress. Here, scientific or economic sabotage is
tantamount to treason and is punishable by banishment. Those who are curious, driven, and
love to experiment are welcomed and immediately treated like kin.

Despite being the biggest continent, it has the most advanced and efficient travel system in
Aeldia, as for Daerunians, time is of great importance. They have invented elaborate and
complex sand ships that are operated by talented elemental mages. A journey that would
normally take months elsewhere, can be finished within a matter of days.

The Northern Daerune is sealed off for travellers’ safety. Travel to the North is prohibited
unless you have paperwork to tell otherwise, as it is riddled with ancient traps, sinkholes, fire
demons, and active volcanos. It is recognised as one of the most dangerous places on
Aeldia, matched perhaps only by Darkmeadow’s fields

The People:

Humans:
Humans are the most adaptable and observant of the common races. They are
known for their inquisitive nature and a knack for picking up new skills with ease. They are
well travelled and can be found in most areas of the world but the population is most dense
in Kerador. Humans, however, are also known to be fickle and are more prone to corruption.

Unique features: due to geographic proximity to the Ammelore itself, humans have a natural
talent for wielding arcane energy in its purest of forms. It is culturally accepted that high
ranking sorcerers carry themselves in elaborate and intricate hairstyles charged with said
energy stores.
Affinities: Inscription, Enchanments & Incantations, Lore.

Elves:
Elves are deeply connected to the fabric of the universe. Their powers are strongest during
the night, when all three moons present. When surrounded by the rest of their house they
can slip through time , entering a deep meditative state, allowing them to connect with their
ancestors. Elves are usually of a highly spiritual nature and calm demeanour. Yet, elves can
be reliant on the planetary movements which may influence their mood and productivity thus
making them harder to work with.

Unique features: Elves are renowned for their jewelcrafting skills. They have adapted the
craft to enhance their weakened abilities during daytime. Most have innate healing powers
as well as a gift for divination and time manipulation. They have a unique ability to see, and
be guided by the stars, even during the day.

Affinities: Astronomy, Divination, Restoration.

Earthlings:
Earthlings are a race as old and ancient as Aeldia, with deep connections to the primal
elements of nature. They are the only ones who possessed magical abilities before the
arrival of the Ammelore. They present leopard-like spots on their skin which gain a coloured
tint upon their tenth birthday: green for earth, purple for air, red for fire, and blue for water.
Their elemental abilities quickly follow. Earthlings have always had a special relationship with
animals and are gifted at handling and sometimes even communicating with them. They
have excellent intuition and an eye for detail. A strong connection with the gods of the
natural world has helped them fully embrace the power of their elements. Whilst they are
most comfortable with their own kind, they are quick to commit to a new found family. They
can be fierce and a real force to be reckoned with, but,but the elements that influence them
are not so easily tamed, making them a little unpredictable. Patience is not a virtue that
they're known for, but decisiveness and determination are.

Unique Features:
Water: blue leopard spots, hair flowing, as if underwater, smooth movements, blue face
markings, gills. Water Earthlings can manipulate water and most other liquids, as well as
breathe underwater for any amount of time.
Fire: red leopard spots, flame flickers at the end of the hair, smoldering fingers. Fire
Earthlings are able to summon, smother, and control fire.
Air: purple leopard spots, wings. Can soar through the skies without needing much rest, as
well as manipulate air currents.
Earth: green leopard spots. Earth Earthlings are the most diverse in appearance, some
might sport antlers, some have hooves, others tree bark, leaves, flowers, or a hard stone
shell. To preserve their connection to the ground at all times, they refuse to use any footwear
and gloves.

Affinities: Elemental magic, Animal Studies, Alchemy.


Iltirians:
Iltirians are the most secretive of the races. They reside in the Great Underworld Library of
Darkmeadow, and you will scarcely meet an Iltirian elsewhere.
Iltirians are trained from a very young age to be quick of both wit and body. Over the
centuries, the main objective of Iltirians has been to collect and learn from all written texts,
especially tomes long lost to the dark forces. Those attending the Academy can have a hard
time adjusting to its different pace and ways of living.

Unique features: very pale, have red glowing eyes and fangs. Ilterians are the only people
with an innate ability to shapeshift, particularly to crow form. Although somewhat abandoned,
some clans still carry the teachings of blood magic. Iltirians are repulsed by blood and flesh
and do not eat creatures unless unavoidable.

Affinities: Shapeshifting, Art of Illusion, Conjuration.

Skaimorn:
Skaimorn are now widely believed to have originated from the Ammelore’s home. Nearly all
Skaimorn trade their Wisp forms’ immortality for a biological existence once they reach the
age of 200. The exact nature of this transformation is unknown, however high level
Transmutation is suspected. Many look almost identical, they select a few unqiue features
and markings to help others differentiate. Playful in character, Skaimorn are restless,
impulsive, and master schemers yet fiercely loyal. Physically imposing, however not the
most agile.

Unique features: violet skin, Wisp light shines from within the eyes. They perceive life
through a different wavelength range so when they look upon another Skaimorn they are
capable of recognising them, even in a Wisp form. To the Skaimorn, obscuring your eyes is
seen as an overt attempt at deception. Artful in soul and light magic.

Affinities: Transmutation, Psionics, Demonology.

Dwarves:
Dwarves are extremely critical, analytical and logical. They are responsible for the majority of
Aeldia’s breakthroughs. Dwarven women, in particular, are famous for their innovative
science. They are a highly competitive and proud community. They are also known for their
peculiar, dry humour that is definitely an acquired taste. Because of these behaviours, they
can sometimes be perceived as elitist.

Unique features: tattoos are used as marks of honour, distinguishing service and
contribution to mortals and the arcane sciences. It is culturally accepted that men trim their
horns to show humbleness and emeralds are often embedded into armour in honour of the
first recorded Dwarven experiment: “The Defensive Properties of Pressurised Emerald”.

Affinities: Alchemy, Inscription, Artificery.


GUILD:

Order of the Crescent

- Brief description:
- The Order of the Crescent is a guild with a special focus on Nature magic.
Many of its members are famous for their mastery of elemental magic,
tracking & navigation, animal communication and handling, shapeshifting, and
nature reading. Mentors focus on the teaching and appreciation of
co-existence with the natural forces, as well as how to recognize, channel,
and use the energy available. The ability to read and interpret the changing
signs and behaviors of the world's fauna, flora, weather are known strengths
of this guild members.
As a member, you will be taught how to find and befriend an animal familiar,
who will stick by your side until the very end. You will learn how to care for,
communicate and bond with it. This is a very special bond, connecting two
souls for a lifetime of companionship and is entirely based on mutual trust,
understanding, and affection. Your familiar will be able to aid you in your
studies, life, and battles. Your magics’ strength will also vary depending on
your bond and some sorcerers are able to unlock magic unknown to many,
entirely unique to the pair of you.
Guild is known to organize explorational expeditions that are often used as a
way to strengthen the connection between yourself and nature, as well as
practice observation and tracking skills. They host many celebrations, the
biggest being the winter and summer solstice, as well as the spring and
autumn equinox. This is held at the Crescent Grove, a beautiful members
only garden. A little sacred escape from the city and the world around you.
- Unique Calling
- Master of Elements
- Unique gift
- Animal familiar
- Unique conduit choices
- Quarterstaff
- Bow
- Trident
- Schools of magic:
- Shapeshifting, Elemental magic, Animal Studies
- Special access to
- Crescent Grove
- Colours
- Teal and gold

House of the Arcane

- Brief description:
- The House of the Arcane focuses on the Science of magic. Their strength lies
in clear cut logic and research driven spells. Their interests encompass the
ancient arts of alchemy, transmutation, inscription, and artificery. Members
are known to be inquisitive, inventive, and extremely driven.
As a member you will gain entrance to The Great Arcane Laboratory where
you will be able to access the most advanced scientific tools which can be
used to push the boundaries of your own research. You will be mentored by
the most accomplished minds in their respective fields. You will be taught the
most difficult and rarest of runes, glyphs, transmutation sequences, and
artificery blueprints. Members of this guild can easily say they are never
bored!
- Some master artificery to an extent where they build themselves a familiar.
This is fairly rare but it’s a challenge most take on gladly.
- Once a year, the House of the Arcane gather to block themselves away from
the rest of the world for a month of uninterrupted debate (and partying)
amongst their fellow great minds. Each member presents their most
interesting project, and the winner gets added to the Honour list. This opens
many doors for future opportunities; from apprenticeships to secret meetings
with the most influential sorcerers in Aeldia.
- Unique Calling:
- Archmage
- Unique gift
- Enchanted artefact
- Unique conduit choices
- Orb
- Crystal
- Schools of Magic
- Alchemy, Transmutation, Inscription, Artificery
- Special access to
- The Great Arcane Laboratory
- Colours
- Purple and gold

The Mind Walkers

- Brief description:
- The Mind Walkers focus on magic of the Cognitive nature. Their interests lie
within the realm of perceived and veiled reality, they pride themselves in their
skills with the art of Illusion. A mind is a complex thing, but the Mind Walkers
were never intimidated by that, only intrigued. They put a great focus on all
enchantments and incantations, as well as psionic forces such as telepathy
and telekinesis.
The vast majority believe that time is not linear, which led to great
explorations in the field of divination. The guild places a lot of value in
psychology as well as the more traditional approaches to magic. They believe
that knowing the individual, their motivations, their drives, their strengths and
weaknesses, takes priority. Psychology and analysis is a big part of lessons
offered by the guild. Naturally many graduates excel in roles that require great
understanding of the opposing forces and non-linear thinking, as well as
insight and deceit.
As a member you will be able to pick an alternate plane of existence and
spend years there exploring the ways to it, around it, and the meaning of it all.
Mind Walkers require a lot of solitude and meditation to focus and calibrate
their mind, however the support system the guild offers is excellent. Weekly
gatherings are held to release tension and unwind, filled with music, easy
games, and delicious food. This takes place in the Mind Palace, a
members-only place which consists of a maze of rooms, each with their own
purposes. These include, but are not limited to: sensory deprivation
chambers, time exploration, meditation gardens, libraries, and dueling
grounds.
- Unique Calling
- Dream Walker
- Unique gift
- Secondary plane of existence (choices detailed upon arrival)
- Unique conduit choices
- Dagger
- Schools of Magic
- Art of Illusion, Divination, Enchantments & Incantations, Psionics
- Special access
- Mind Palace
- Colours
- Black and gold

The Archivists

- Brief description:
- The Archivists are a guild of lore keeping. They are the guardians of
knowledge, both lost and forgotten. They deal in Ancient magic, bestowed
upon them by greater powers.
As a member you will be entrusted with tomes upon tomes of stories of old,
as well as journeys across Aeldia in order to recover pieces of ancient lore
yourself. Members study these texts to find hints about creatures, gods, and
deities that can be resurrected from history - using ancient rituals that only
they are privy to. This is a lengthy and dangerous process and requires a
lifetime of dedication, but it is highly reworded.
The Archivists select a deity they wish to make a pact with, and if successful,
they act in their name henceforth. In turn they are able to channel their magic
as their own. They nurture this bond and are able to call upon otherworldly aid
in times of need. This can manifest as physical or magical gifts, summoned
creatures, healing, or miracles.
- The guild holds a special interest in restoration, which allows them to take on
healing roles, as well as mend broken items that could help uncover ancient
lore. Members receive unique teachings on conjuration, lore, and
demonology.
- The ancient art of book keeping is one of their specialties; The Archivists are
more likely to be granted access to the Great Libraries of Aeldia than any
other guild, and are highly trusted with rare records. In Orilium, members gain
access to the Temple Archive, an impressive sacred library, rumoured to have
underground levels that reach the very crater of the Ammerlorite meteor.
- Unique Calling
- Godseer
- Unique gift
- A pact with a god (choices upon arrival)
- Unique conduit choices
- Polearm
- Bone
- Schools of Magic
- Conjuration, Restoration, Demonology, Lore
- Special access to
- Temple Archive
- Colours
- Black and gold

Conduits:

Whilst magic wielding is possible without a conduit, Orilium students are required to select a
tool through which to work, direct, and amplify their magic. The mages’ conduit is a very
important and dear part of themselves, most arrive already knowing or even carrying the
type of conduit they will bond with, in which case the particular piece of equipment can be
further enhanced and tweaked to meet the Academy’s high standards.
All students have the opportunity to select and bond with a brand new conduit upon their
arrival. The Academy keeps various magical items in the Hall of the Phoenix Fire, named
after a legendary Archivists artificer who started the tradition. Some scholars take a little
longer to find a conduit that feels right, but all do eventually. New conduits, created by local
blacksmiths, fabricators, enchanters, and other masters, are placed in the hall every dusk,
each unique and special.
The Orilium Academy offers a wide variety of conduits that anyone can pick from,
additionally each guild offers a unique choice of conduit only available to its members.

Conduits available to all:

Feather
Spellbook
Staff
Sword
Wand

Conduits available to members of


Order of the Crescent
Bow
Quarterstaff
Trident
Conduits available to members of
House of the Arcane
Crystal
Orb

Conduits available to members of


The Mind Walkers
Dagger

Conduits available to members of


Members of The Archivists
Bone
Polearm

Legacies:

It is tradition for the Guilds to teach a skill, ability or pact to every new recruit. The process of
this is usually a secret passed down through the ranks within the Guilds for centuries. This
knowledge is highly coveted and valued; if mastered and maintained it can aid scholars
greatly throughout their lives both in personal matters and employment.

Order of the Crescent:

Order of the Crescent members are taught how to summon, tame, and bond with a familiar.
This is an invaluable companion for life, not only assisting in peril but connecting on a
spiritual and emotional level with the caster. The process of finding a familiar can take
anywhere from a few days to decades. Some are even lucky enough to bond with theirs
while walking The Novice Path. Occasionally a familiar will find their soulmate themselves,
but mages are encouraged to be more proactive in their search and arrange frequent
expeditions into the wilderness to speed up the process, as time spent with your familiar is
precious and the more you have of it - the better.
The animal usually reflects the personality traits of the magic wielder for good compatibility,
although sometimes it may be the exact opposite if there is a particular lack of balance in
their life.

House of the Arcane

House of the Arcane members are offered an artefact, enchanted and enhanced by the
Paragon members of the Guild. This item is incredibly powerful, offering highly concentrated
benefits. The craftsmanship of these is remarkable and thus the artefacts do not suffer from
wear or expiration common with such objects. This is a gift that lasts a lifetime - yours to be
exact, as it is enchanted to fade once your life force does.

Locket of The Clear Mind


Allows one to attain near-perfect mental focus on the task at hand no matter how
scatter-brained they felt before. Rare is a problem that cannot be solved while wearing the
locket. It can be safely worn for up to 1 hour a day.
Animated Broom
Allows the owner to quickly travel short to medium distances via flying.

Monocle of Vigilance
When worn, one can spot traps, enemies, and dangerous auras easily. Very helpful for those
intending to do a lot of independent field work. Prolonged use might adversely affect vision
thus a limit of 1 hour per day is advised.

Ring of Protection
Surrounds the wearer with a powerful protective shield for up to 10 minutes. Once the shield
has faded the wearer can choose to stay invisible for another 20. One charge per day.

Pocket Dimension
Summons an interdimensional space pocket where possessions can be stored indefinitely.
The pocket can be called to you from anywhere in the world unless there are spells or
technology in place to inhibit conjuration. Beloved by scholars who prefer to have access to
their personal libraries at all times.

Mind Walkers

The Mind Walkers learn to master ways to access a secondary plane of existence. This is a
very complex skill which takes time to unlock. Once the access is mastered, one can use
this plane to seek answers, escape a tricky situation, communicate with beings of the plane,
and even learn unique magic.

Shadow Realm
Slip into the shadows. This realm exists intertwined with ours, and allows one to blend into
the world while still being aware of what is happening. Learn to communicate with the
shadows of both present and past. With their help one can rewind and view the past without
influencing it. The shimmer cannot be performed in total darkness.

Psychic plane
Become part of the collective consciousness. This plane is shared with others who have this
ability. The psychic plane is one of the fastest realms one can slip into as it doesn’t always
require a physical shift and can be used for telepathy within the material plane. Once you
acclimate to the plane you can enhance your abilities in fields that others are proficient in.

Astral plane
Travelling through the Astral plane requires extreme concentration, but when mastered it
allows one to slip into the cosmos and magic into existence a door capable of taking you
anywhere on Aeldia. This is often favoured by those who need meditation or a safe space to
retreat to, both physically and mentally.

Multiverse
The world is woven from the fabric of time. One can be taught to recognise this fabric and
slip into the nearest stitch. Multiverse allows the mage to glimpse alternate realities,
especially useful if pondering an important life choice. At the highest levels of arcane
advancement one can push themselves a few steps further, allowing them to jump back
through the planes a certain amount of time away from their original jumping point. In other
words - time travel.

Faewild plane
The Faewild plane is one of the most recently accessed one. Nobody truly knows where it is
located and only those trained in this ability seem to be able to reach it. This world is filled
with unfamiliar magic and artefacts which could hold invaluable knowledge and power.
However, this is a wild land overseen by the Undying Fae, who are merciless. It’s a high risk,
high reward choice only for those brave of heart.

The Archivists

As part of their magic enhancement, members of The Archivists make a pact with one of the
Gods. This allows them to syphon their energy, learn ancient powers, and beckon their
protection. There are dozens of Temples across the lands that will also offer refuge, aid,
brotherhood, and accommodation if it happens to be on your path.
This is a lifetime commitment.

Aitvaras
Phoenix God of Sky and Riches. Strengths in air and fire elemental magic as well as
transmutation. Patrons are able to heal wounds by dousing themselves in regenerative
flame. This can only be performed on yourself or other Patrons of Aitvaras. Temples are
made of red toned rich metal and float above ground.

Velinas
God of Death and Rebirth. Amplifies necromancy abilities as well herbology. Experienced
patrons can also communicate with the dead. Temples located in underground caves,
covered in flowering vines.

Laima
Goddess of Fate. Strengthens divination abilities, providing a window into what’s to come.
The faith is based on the belief that everything that will happen has already happened, but
that it all still relies on proactive members to make sure things do not deviate. Temples seem
to appear whenever one is meant to come across it.

Ausra
Goddess of Dawn and New Beginnings. Patrons find their abilities in restoration and
inscription are strengthened. Their powers are tripled in the early hours, when they also gain
the ability to conjure a temporary familiar. Temples are made of white marble and are only
accessible when the morning sun shines upon it.

Gaila
Goddess of Night and Nightmares. Their great skill in illusions and reading the fears of
others is well known. Gaila grants the power of shapeshifting into things others fear, making
the patrons a very popular form of interrogation method. Night offers the cover of invisibility.
Temples are located at mountaintops and can only be accessed while the sun is set.

Kovas
God of War. Learning and mastering all combat related spells and incantations is much
easier for those bonded with this God. Physically, the patrons are also enhanced, making
their bodies strong and resilient. None of the Gods are particularly known for being lenient,
but of them all, Kovas is the most rigid. He requires absolute loyalty and rewards those who
work with him closely. Patrons are gifted with an ability to rile a crowd, influence the weak of
will, and encourage the undecided. The temples are constructed from the swords of the
fallen patrons.

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