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Netheril : Age of Magic

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Author Topic: Aquaria Blackstone (Background and journal)  (Read 18665 times)

Shantis

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Soul Blaze
« Reply #15 on: June 09, 2018, 06:26:32 pm »
*Aquaria opens a book, reading one of the pages of "Stories of a Lost World" carefully reading one of the many legends of ancient artifacts, which was described in her book.*
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Soul Blaze
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There was a human hero in the silver age known for having an incredible sword, called Soul Blaze. Its blade was capable of decapturing any creature, while there was a flaming aura around the blade. This looks like a common arcane spell, which we all now know. But the blade had a much more evil secret... It fed souls. To each enemy the hero killed, the blade quenched its thirst, draining the souls into its metal, eternally torturing them, and its suffering made it create the incredible flaming aura that all the others saw, not knowing how the blade acted . Everyone, including the human hero, believed that the weapon was blessed, becoming the symbol of their troops hunting orcs.

However, years later, the hero retired, passing to his son the blade. And so, for almost five generations the cursed weapon was collecting souls, without anyone noticing. One night, the hero's descendant, his fifth descendant decided it was time for him to pass on the legacy and the name of his family forward. And he was ready, preparing his son to come of age, and to receive from him the Soul Blaze that went through so many generations.

When the blade was delivered to the young, the blade flashed with an intense black flame, and immediately began to expel the souls of all it captured and consumed slowly, turning them into slaves. Men, women, orcs and even dragons made of the purest and most intense flame left the blade, attacking everything and everyone around them.
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To each person killed by the flames, a new guns and flaming equipment was created on the remains of their bodies. They were spears, bows, swords, shields, helmets, and all kinds of beautiful equipment of incredible quality ... The bodies of the whole kingdom, instead of becoming ashes, became weapons. Even plants and animals have become some kind of equipment or weapon. The lands became a barren wasteland, with no life.

The cursed, contented Soul Blade buries itself in the center of the desert, generating itself a lair, full of servants made of flame carrying its "sons and daughters" from which the soul has taken to itself. And the entrance of this dungeon arises only at noon, in remote places, where the sun shines brighter. This entrance attracts adventurers who explore there and die in their cursed corridors, becoming eternal victims of the weapon. Those who manage to escape carry with them cursed weapons and pieces of equipment that protect them against fire or have aura of flame...

Now, in the present day, various weapons and even relics with this power is seen with care. No one can know if it is a real or cursed object. With each life that it takes, it feeds Soul Blaze in its lair, sending to the lamina the souls that it collected. And so, it awaits the propitious moment to attack and devour whole kingdoms, savoring for eternity its present victims, while it accumulates power to attack again.

Beware of warriors and adventurers with guns and equipment with flames. If your behavior changes completely, or you feel pleasure in feeding your weapons with the blood of your enemies, it is surely the influence of Soul Blaze through your servants in the form of weapons and equipments.
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Shantis

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Re: Aquaria Blackstone (Background and journal)
« Reply #16 on: June 09, 2018, 06:36:40 pm »
*Aquaria takes a travel journal, and write some notes*

Spoiler

For now, a version of the sisters song. I conveyed through the magical proclamation, trying to test the veracity of the music, and also to verify if the legend was true, looking for some descendant of the sisters or even them, if the group really exists. After long days, there was no response. Probably if they exist, they are careful to hear loud and clear their song of regret being exposed to the whole world. Maybe someday I find the The Garden of the sisters, but this need time and more research... Writing now the whole song. Maybe I can find a better clue in the future.

"Your journey's over
While standing on the edge
And close your eyes
To this world of lies"

"Our will is broken
It's the end of all our dreams
My soul yearns
For the valley of our sisters"

"Your rose has withered
It will never bloom again
The soil is dry
Time has come to finally die"

"Our faith has left us
They've stolen all our freedom and dreams
Oh lay we down
In the valley of our sisters"

"Your search has ended
Your name is carved in stone
On our temple walls
Beyond any gods call"

"No holy sunrays
Will light our tomb of dreams
We won't return
From the valley of our sisters"

Shantis

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The Fall of Snacks
« Reply #17 on: June 11, 2018, 04:12:44 am »
*Aquaria takes a travel journal, and write some notes*

Spoiler
The fall of Snacks

We enter this distant place
Here in this vast hall where even life fear the shadows - Here we must confront our past.
If you have killed, beware of the Baron or Lord for greedy for men.
There, the disembodied will of the lost and losers in the world becomes flesh once more.
I pity the men without honor and ones with weak will.
For here blood runs cold...

The cries from the grave resound in my ears
They hail from beyond my darkest fears
Faces of the past are etched in my brain,
All women they deceived, the men they slain.

Shades of the dead are sliding on the wall, demons dance in the tomb hall.

I call upon an old sword, the mighty of the lady, grant me the skill to fulfill my quest.
I call upon my leader and our knights of the a distante tale, grant me the courage to stand to this test.
I call upon the bard, a priest or a huntress. Grant me the magic to end my pain.
I call upon the spirit that lives in a noble heart, grant me the passion that's within my veins.

Shades of the dead are sliding on the wall. Demons dance in the tomb halls.
« Last Edit: June 11, 2018, 04:24:39 am by Shantis »

Shantis

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The Sisterhood of the Wasp
« Reply #18 on: June 12, 2018, 06:12:10 am »
Aquaria opens a book, reading one of the pages of "Stories of a Lost World" carefully reading one of the many legends of ancient artifacts, which was described in her book.*
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The Sisterhood of the Wasp
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When the invasion failed, Kaylessa, the wasp queen decided was time to instead of having slaves without minds, but was necessary to have people capable of thinking and acting on their own, but faithfully following the values and goals she commanded. For 50 years, Kaylessa began to develop a new type of servant. With her experiences in staying young already bore fruit, Kaylessa started to kidnap girls from various parts of the kingdom, all children, and of various different races.

In these 50 years, she has had at least 10 different generations of female servants: Hybrid women with wasp and bees characteristics, but more humane and with a more pleasant appearance. All his research was based on creating a new version of his servas, from which they could keep indefinitely, recovering and expanding her domains. The elves became the overseers, thanks to Queen Kaylessa's favor in allowing her own new race to be superior to all others. The female humans, because they had short lives, were assigned to be combat soldiers, while the half-elves and half-bloods of orcs were sent into groups of their own to act more ferociously. They had more life, but an intensity of combat without equal. Gnomes and hins became laborers in Kaylessa's hive.

Not to fear being betrayed, Kaylessa gave the life expectancy of her servants as young as 5 years. In the first one has the increased alchemical mutation through charms and special runes, to generate an organic armor, with wings similar to wasps and bees. In the second year, with the already physically grown children, with adult appearance and their already living insect armor, being a part of the women, undergo a rigorous six-month training along with the hive veterans.

Her mentality was shaped like a beehive. The servants saw Kaylessa as queen and mother, completely servile and obedient to her. However, after the training each of them began to develop a certain degree of individuality. Those who fought best, those who were better at leadership, the others who were more capable with arcane powers, and even some who idolized and prayed to Kaylessa as godness, developing strange and unique powers like a priestess.

When Kaylessa felt pleased with the new kind of servant, she thought it was the right time to start a new invasion. She sent her warriors only at night, to attack several villages and villages at night. His servants only robbed the girls, as young as possible. And sometimes, one or the other captured a guy whom the servants thought fit to entertain Kaylessa for some time, before he was cruelly killed.
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What Kaylessa had not foreseen was that some of her servants had acquired such individuality as to escape her mental and social control. Those who were mortally wounded in combat against adventurers and survived, left their insect armor dead behind and hide with the other races, acting as assassins and thieves. They were lighter than a hin, but stronger than a half-orc. His ability and speed of combat were incredible, but his habits were scattered and dangerous. If they felt hungry, they would kill for food. If they felt cold, they would attack a family to live inside the house at night. If they felt lonely, try to capture a man try to entertain her.

Their lives were driven by instincts, their thoughts and individualities now uncontrolled, with no queen to say what to do, no hive to give work, no training to survive on their own. They were free, but they could not live without anyone teaching or commanding them.

Kaylessa, the Wasp Queen returned to her plans, and eventually disappeared again in time, planning another return, after become ready to attack all humans. But the servants lost were considered defective, and now live in caves, in small communities. These lost servants created their own hives, where the oldest is the new "queen." Unable to create armor that was developed by Kaylessa, or to be able to create new servants through their rituals and alchemy, the lost wasps captured men to reproduce en masse at the end of their lives, generating offspring with only five years to live. The lost wasps and their renegade hives lived the same as Kaylessa's loyalists, but because of their renegade and free life, they paid dearly, living intensely, but afraid of being discovered by adventurers and huntsmen, or that Queen Kaylessa herself would send them away. kill, since none of them could deny an order of the queen...

Some rumors gived a name for the lost wasps: The sisterhood of the Wasp.
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Shantis

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The Daughters of Forests
« Reply #19 on: June 12, 2018, 08:03:05 pm »
Aquaria opens a book, reading one of the pages of "Stories of a Lost World" carefully reading one of the many legends of ancient artifacts, which was described in her book.*
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The Daughters of Forest
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Druids...Many stereotypes are made. They are old men in rags, as they walk through the forest surrounded by animals, speaking as if they were crazy. Or graceful young men or girl, walking half-naked through the forests, like a teenage dream. Nothing further than the truth. Druids are ordinary people, living in communities in the middle of the forest in harmony. They are people who have families and friends, who live long periods in the middle of the forest and in nature, know how to interact with society, even if they do not feel comfortable.

Druids live apart from each other, gathering in their circle casually, with no rules or time set. They walk in pairs, usually with an apprentice and a veteran, who teaches them everything. Or they live in small camps with their families, who are also druids or live in harmony in the forest. When they need to meet with the civilized peoples of mankind, the Druids understand human nature... And they dress as beggars, or old fools, and walk before human society, invisible, with no one wanting to notice them. They walk and hear everything, for no one notices poverty, besides the good hearted. And it is in this conception of invisibility of the community that druids walk among civilized humans to gather information. No one notices the old woman who lives in the streets, or the dirty beggar who wanders the night. But if the danger appears, they turn into animals, fleeing back into the forest.

Among the different types of circles, there is one called The Daughters of the Forest. A group of female descendants of the circle of druids that originally turned stone, to protect a forest and life in the kingdom, in a distant past. They are everything, less beautiful as believe the idiocy of civilized human man. They are filthy and ugly as they wander around the city, disguised as beggars, crazy old women, and every kind of disguise that causes others to ignore them. They say nonsense, as if they were crazy. But few people perceive a clever look behind this behavior.

Being able to talk to animals, the daughters of forests hear everything they need from dogs, cats, mice and birds that live inside the city, acting like their eyes and ears to make sure humans are in control. After all, even not accepting this, humans are an insignificant part of nature as a whole, and the forest daughters watch them from a distance, to see if their actions will threaten nature around them. That is to say, no nobleman or even a cunning villain imagines that his own pet knows what he is talking about, and that this could go to the ears of others. Outside the domain of the urban jungle, the daughter of the forest takes the form of her spiritual animal, which blends in nature as if she had never left.
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Daughters are capable of turning into any animal. And this also includes fantastic creatures, whether insignificant as a kobold, or fearsome as a drider. Their unique ability to blend into societies and cultures of different races to protect the balance of nature is unique because they do not choose sides. In one day, to protect the forest or nature as a whole, it can give a small and subtle help to a group of orcs, passing on sensitive information to them, so that they can eliminate the excess of humans that advance through the dominions of nature . Or on the other hand, it can aid adventurers who deal with the excess of other creatures dangerous to all, which harm the harmony of nature. But in the end, daughters know that all they do is only small contributions, because nature has its own way of finding balance.

They know that if the spirits of nature demand, disasters such as filth, earthquakes and even insect plague or the emergence of new, unknown creatures will happen, only to bring back the balance of life and death as a whole. What they know with their conscience is to be a counterpoint subtly and slowly balancing life... For abrupt and immediate changes is something that can happen, if the weight of the balance of nature hangs too much for either side, blessing only one civilized race, or the expansion of another tribal. Either with the possibility of disappearing of a race in extinction, or with the control to contain the excess of another, that could turn to be a mortal plague to all the others.

For the daughters, the only predator that bothers is the mage. They manipulate the laws of nature, experiment with creatures and plants, bring dead back to life, disturb elemental spirits, and enslave them. For daughters, their secrets should be out of reach for any mage. They avoid them, at all costs. And they walk away from them. Not for fear, but for safety: If they have to choose between avoiding them or eliminating them all, the first option is preferable, since druids do not enter into wars or create them, it only eliminates pests and unsuitable beings that harm the harmony of nature.
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« Last Edit: June 12, 2018, 08:05:33 pm by Shantis »

Shantis

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The Fontain of Blood
« Reply #20 on: June 13, 2018, 07:47:07 pm »
Aquaria opens a book, reading one of the pages of "Stories of a Lost World" carefully reading one of the many legends of ancient artifacts, which was described in her book.*
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The fountain of Blood
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Ancient legends, which came before the silver age, told of a beautiful marble fountain, representing a kind of faceless deity that protected all vampires. This faceless entity was represented by a person without mantles, being able to be either man or woman. Her/his skin was as pale as the full moon. Historians say that this faceless and nameless entity was the creator of the vampire race, to become a counterpoint to light and all good deities. To his/her faithful followers gave him intelligence and eternal undead life, feasting on the blood of his victims and those who work for his/her ideals.

Known only as "The Master," this entity (for lack of a more accurate and grounded term) first appeared in the lands of a rich kingdom at night. Walking in his white robe and hood, mortals who looked directly at the master's face fell dead, becoming zombies moments later. The walk toward the palace gave rise to a crowd of zombies, who were scattered around the capital, killing and devouring innocents wherever they went. But the zombies did not dare to walk toward the master or even overtake him. The master walked, with a distinct calm, and a posture, emanating an air of prestige and power. Some men and women, seeing his walk in the distance, quickly knelt before the road to the palace. And the master stopped and looked at those who knelt. And for a moment he/she reached for the nearest one to wash, touching his/her hand.

The first woman to touch his/her hand became his/her faithful priestess, known as Thana, representing death to those who are against the orders and desires of the master. The first man to touch his/her hand and stand up was baptized Hadria, who represents the darkness, become a defender of darkness and his/her champion in middle of fool mortals. Bian, a good-looking man become someone irresistible in the eyes of the mortal girls, who would drink from his words and follow his suggestions, always ending in lustful ends or scandals. Further on, a whole family of warriors stood together, kneeling and guns ahead, offering their services and loyalty. The master abenas waved, touching the weapons instead of them ... And the souls of all the members of Valdis were transferred to their weapons, becoming cursed and intelligent weapons, that possessed the bodies of those who touched them. On his way to the palace, the master obtained a large number of faithful servants, all vampires or maddened weapons, who floated as though they were in the hands of their former masters. And before the royal family and all the guard, ready to fight to the end, the master lowered his hood, and the darkness spread throughout the kingdom. In an endless night, the shadows and darkness took all the land for a year. Who was foolish enough to enter the darkness, never returned. And whoever tries to escape, as he leaves the deep mists, falls dead outside the limits of the kingdom, becoming a zombie, to walk back the lands of the master.
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When the darkness was gone, the devastated lands were empty, and there were only ruins. The master, now with his servants and followers, reappeared seven more times in distant kingdoms... Walking through the capital, killing everything and everyone in his path, turning people into vampires or zombies ... And meeting the nobility in the palace, punished the whole kingdom with a year of deeper darkness and agony... To disappear without explanation.

Seventy years later, an island appeared in the middle of the sea, making night immediately, to any ship that is near of the island. Some sailors reported that the island was full of undead... And that in the palace on the top of the island it was possible to see a statue of the master, where hot blood flowed, filling a lake where the faithful vampires servants, having a feast, while discussing plans for the next action, as soon as their master allowed it.

When the mortals approached, the vampires made two choices... Or they fought each other until they died, and the last one was allowed to return, loaded with treasures or those who wanted to join, just had to drink a glass of blood from the fountain of the master, becoming vampires as well. The few who could come back, returned rich only to mark their homelands or kingdoms as targets for the faceless or named master's next visit. It was a matter of time for the master to visit other lands, spreading his power and expanding his court that worshiped him as a god of blood.
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Shantis

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The Fall Of The Weak Gods
« Reply #21 on: June 14, 2018, 06:20:30 am »
Aquaria opens a book, reading one of the pages of "Stories of a Lost World" carefully reading one of the many legends of ancient artifacts, which was described in her book.*
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Spoiler
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The Fall Of The Weak Gods
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No one remembers the weak.
Only the weak ones.
The strongest rule.
The strongest command.

The faith of the weak creates weak gods.
Weak gods create weak worlds.
Weak worlds create weak people.
And weak people create failures.

This is the story of Targus,
As long as he's strong.
This story will be real.
And if I lie, may my weapons break!

In the day there was peace and boredom.
Weak people fearing weak people.
Weak people creating a weak nation.
Weak nation creating a weak world.

Targus came, he was not born.
For Targus is too strong,
And the war was born when he arrived.
And with the war, death was born. And died.

And Targus taught the weak to be strong.
And those who remained weak, died!
For Targus, the one who does not survive is the prey.
And only the warriors are the predators!

Targos brought the war with him.
The will to live
The creative mind, which creates weapons
Generate tactics, create legends!

The strong, life-giving heart
Generate courage, create strength!
The force of being,
the intensity of living!

Targus came, and taught to use his fists!
Then taught to use the stones!
To use wood!
And the strong have learned to make spears and axes!

Targus came naked, and killed tigers and wolves!
He ate the raw meat!
Put on filthy skin!
And the strong have learned to hunt and wear furs!

Targus came and saw rivals. He laughed.
The rivals laughed.
Targus attacked!
The rivals have fled or died!

One day, Targus decided something.
That mortals were tedious
And to heaven was to challenge the gods
And one by one, he defeated them.

But Targus did not kill any gods.
Only one he killed.
For he dared.
To be the god of war!

Targus was the war!
Targus was the battle!
Targus was the fight for life!
Targus was the winner!

And he, being mortal;
Sticking his blade.
On the right leg.
The god of war.

Like a flea.
Stung him and tormented him.
For an eternity.
Climbing the God like a montain.

And abandoned mortality
He was growing, each time.
That false deity.
He scaled!

On his march to the sky.
Rising by the pain of your enemy.
Who was said to be the master of war.
But he did not control the mighty Targus!

The blood of the fake.
God of war was flowing.
He bathed Targus's torso.
What a climb, without giving up!

The blood that hardened.
And he turned his armor.
And the cold or the heat.
It did not cause any more pain.

The false god of war.
The size of a mountain.
If he hurt himself with his hands.
trying to kill Targus, afraid.

Targus on the false god's chest came.
And his blade penetrated.
And his blade grew up.
Size was Targus's fury.

Mortals saw the false god
Giant in size,
Small in courage
Fall from the skies.

The Targus blade
Penetrated into his
heart when growing
Crushing the dreams of the false god of war.

The body of the false god.
He fell into the ice mountains.
The peaks impaled them.
And the cold froze him.

The false god of war
Died only because Targus
Did not wait to watch.
The next war he went to fight.

And instead of the old god name
Targus was cried out.
His followers bathed with blood.
Of your weak enemies.
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Targus is not a poet
Not protective or good
He just struggles. To force everyone
To be strong like them.

Targus is so strong,
That Selune hates him.
For no god or mortal
He is as powerful as Targus.

Targus smiled at Selune.
She loves peace, he loves war.
One day, the two will have a truce.
And when this happens.

Neither the gods will know
What the end the world will have.
Targus will only stop fighting
To drink and flirt.

(With Selune?)
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« Last Edit: June 14, 2018, 06:31:03 am by Shantis »

Shantis

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A study about Sahuagin in Netheril
« Reply #22 on: June 15, 2018, 05:06:43 am »
*Aquaria takes a travel journal, and write some notes*
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A study about Sahuagin in Netheril
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Sahuagin, a distinct and strange critura who live in places with direct liguação with the sea, either on beaches or underwater caves. These undeveloped creatures are too small to be tamed and enslaved. Their constant dependence on water makes them difficult to breed in captivity. And their grotesque eating habits and stinking skills would make even the most tolerant of the nobles die poisoned. Apart from the commercial part to everyone who has read this opening paragraph, let's now briefly detail these different creatures.

Sahuagin are carnivorous, devouring other animals and civilized races to stay alive. Their culture, structured through the worship of an aquatic deity equal to them, framed every Sahuagin racial culture in a tribal structure, commanded by the chief of the tribe, supported by the shaman, reinforced by the trusted warriors and the rest of the race.

Sahuagin usually take possession of structures created by other races, especially the common or marine elves, whose meat is extremely tasty and attractive to them. The simple vision of an elf is capable of making a Sahuagin drool of anxiety over cracked flesh. They consider human flesh second-rate, but satisfying, because of the extreme ease of capturing and devouring adventurers or human fishermen.

Sahuagin possesses rudimentary skills in the areas of construction, weapons creation and armor. Whatever is most powerful is stolen from other races, its weapons being nothing but twigs with pieces of stone tied, and its altars rock with 3 spears tied, holding skulls of elves and humans.

Sahuagin takes care of their offspring in a different way: They generate dozens of eggs, and every generation of Sahuagin that is born, is forced to fight against his brothers and sisters to the death all the time, until they are strong in a point that the adults Please stop. Sahuagin females and males are practically the same, although the females generate a huge belly, carrying their eggs inside the body to flee all somewhere near the carcass of some elf or human, so that the offspring will instinctively devour and taste a delicacy unique, from which will print an impression that will hang for life, motivating the race to hunt elves or humans for pleasure.
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In terms of combat, these aquatic creatures are deadly in the water. At sea, they can mentally summon sharks, obeying their orders. On land, the natural fluids of their bodies generate a sedentary gas, stunning their victims to be overthrown by an hour of Sahuagin. They use weapons such as spears, ax and stones made of wood and cheap stone, but it is not uncommon to see them using metal weapons stolen by adventurers, and even using bows and beasts, as these dangerous creatures have an incredible memory, being able to learn movements and maneuvers just by looking... Passing the teaching to the members of their offspring

Sahuagin have poisonous glands that exude their gas in parts of their body, and have some sub-species capable of generating a near-acid oil to human touch. These glands are optimal for the production of stunting poisons, or dry glands, in a process of preparation (which for the sake of safety can not be exposed here) are thrown dry in one direction, and upon reaching the floor to poison bag, resulting in decomposition, creates a stinking stinking gas, capable of causing dizziness, vomiting and loss of senses. Arcana and priests can not concentrate, while warriors and others have difficulty moving their arms, feeling partial paralysis in their bodies.

Culturally speaking, the Sahuagin do not know how to read or write in most cases, save the shamans, who steal books and expand their limited knowledge, and keep magicians and priests of other races in a very rudimentary and limited language. mystical or divine knowledge of them. This type of Shama is extremely dangerous.

The habit consists of caves near the sea, temples and ruins with direct connection to sea water or rivers. It is very common to see inner tribes abandoning caves at the edge of the beach, after being taken over by human bandits, invading other regions, always by the sea
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Shantis

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A study of soul structure - 3 Paths and 8 Pillars
« Reply #23 on: June 16, 2018, 06:00:21 pm »
*Aquaria takes a travel journal, and write some notes*
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Spoiler
A study of soul structure - 3 Paths and 8 Pillars
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After an analytical vision through the soul of a mortal with heroic tendencies, I believe it is possible to verify the structuring of the motivations and traits that compose the soul of mortals with their own conscience, where life is not moved only by external racial instincts or conditioning. The report here is put coldly, without giving details of names, people, examples or places. The reason for this is that if I afford to say names, many will be offended. For his or her soul would be exposed, and the truth would be devastating if it were to the public.From now on, only analysis and theories. Ignore them if you want, but there is a lot to think about, and if they become worth people and their behaviors, they can easily identify traits of their personality and behaviors. At the same time, those that are exposed to the public. You can "read" the behavior of groups or even noble houses if pay enough attention.

The three paths that shape the pillars of one's souls are, in the absence, essence or exaggeration... Courage, Love and truth. The absence is, relatively Cowardice, Hate and falsehood. But leav the Cowardice, hate and falsehood aside for now... Negative aspects, or the absence of them generate broken or damaged pillars, which I will explain later. The normal pillars are... Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, Humility. Each Pillar is part of one or more of one path of our soul."

Honesty is pure truth. Compassion is pure love. Valor is pure corage. Justice is Truth with love. Sacrifice is Love with courage. Honor is truth with couragem. Spirituality is truth, love and courage combined. Humility is truth, love and courage independently, working side by side in equal parts.


*A draw of 8 pillars with each name*

"Honesty is respect for Truth... That which, when you possess it, means all may rely on your every word.

Compassion is Love of others. The quality that compels one to share the journeys of others.

Valor is Courage to stand up against risks. That which answers when great deeds are called for and "the cloak that protects the other pillars

Justice is Truth, tempered by Love. That which should be the same for nobles and common alike.

Sacrifice is Courage to give oneself in name of Love. That which is loath to place the self above all else.

Honor is Courage to seek and uphold the Truth. That which shirks no duty.

Spirituality is to seek Truth, Love and Courage from one's own self and the world around . That which, in knowing the self, knows all.

Humility is the opposite of Pride - the absence of Truth, Love or Courage. That which serfs are born with, but nobles must strive to attain.

A soul is composed of these 8 pillars, or the destroyed version of them. The more pillars destroyed, the more dangerous, cruel and malignant the soul. People are guided by the three paths, having a pillar or more as the moral structure of their actions, words and thoughts. The corroded version of these pillars and paths also guide people too. But they, in their purest or corrupted form, are extremely powerful, creating distortions and irreparable damage to themselves or to everyone around them.

When you talk and see other people, you will understand better... The Dwarves have a strong pillar named Honor and other as Honesty in most part of time. Humans, in some degree, become too decadent, losing humility, becoming too prideful. But have a strong sense of Valor and Spirituality, seeking for freedom and independence. But this is subject to other research in the future.

Listing each pillar... Honesty, Compassion, Valor, Justice, Sacrifice, Honor, Spirituality, Humility along with the 3 paths, Courage, Love and truth.

And now, each ruined or opposit pillar: Deceit, opposit of Honesty. Despise, opposit of Compassion. Destard, opposit of Valor.  Wrong, opposit of Justice. Greed, opposit of Sacrifice. Shame, opposit of Honor. Disbelief, opposit of Spirituality. Pride, opposit of Humility....


Another draw below of the 8 ruined pillars and the 3 ways of destruction...

"Cowardice, opposit of Coourage... Hate opposit of Love... and Falsehood, opposit of Truth.

The Deceitful soul uses logic and quick thinking to decieve others for personal gain. A seasoned swindler can profit considerably from his skill, and often has an extraordinary ability to avoid capture or discovery.

The Spiteful soul has often been severely emotionally scarred, leading to an intense hatred for all life, and an urge to exact vengeance upon anything breathing. They revel in the torment of others.

The Dastardly soul never dares to stand up for its beliefs, and it will not do anything that anyone may disagree with, out of fear for the consequences. When noone is around to see them, however, their true nature, whatever that may be, is revealed.

The Wrongful never cares about right or wrong. If acting upon the orders of others, they will follow these orders blindly and stop at nothing to get the job done. If acting out their own interests, they will tend to pursue the greatest good for themselves or their closest allies with no regard for the consequences of others.

The Covetous soul will never give up anything that belongs to it, no matter how desperate the call might be. It is driven by an intense urge for material profit and will sacrifice the interests of others to please this urge. Unlike Sacrifice, the Virtue which stands for self-Sacrifice, Covetous represents the sacrificing of others for personal gain.

The Shameful soul can never be trusted, for it will committ treason for personal gain. It will pretend to be a friend, but what it truly wants is information, profit, a strong ally or other personal gain only. When its friendship is put to the test, a shameful soul will abandon you.

The Disbelief soul does not believe in, nor care about the spirit. It believes that only matter exists and matters. For such a soul, there is no reason to ever pursue any higher ideal than personal gain, material security or sensual pleasure. This kind of soul often acts like a devout believer of its own religious school and may try to sway others to their belief. A disbelief soul is closely related to and often leads to cynicism.

The Prideful soul considers itself to be superior to other living beings. It will disregard others' opinions, thinking that it, alone, is capable of valid reasoning. The symptoms of Pride include arrogance, intolerance and egocentricity. "

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Shantis

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Study about Fire Paw Gnolls
« Reply #24 on: June 16, 2018, 07:16:12 pm »
*Aquaria takes a travel journal, and write some notes*
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Spoiler
Fire Paw Gnolls
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Recently, there has been a series of attacks involving gnolls from a particular tribe, destroyed villages, farms, trading posts, caravans and even more intensely and actively threatening the life around Hadrian. This may not be the definite guide to everything you need to know about Gnolls, or even the final word on this particular tripo. But it will become a reference for future confrontations. I hope this helps you, adventurers, in the future.


1 - What are gnolls?

Gnolls are humanoid creatures with hyena traits. His insane laughter and his ferocity are very characteristic traits, as well as possible crifres, hairy characteristic of hyenas, skin was greenish-gray, and their furry hide a light or dark brown hue, sometimes marked with spots or stripes. Many gnolls also had a dirty yellow to reddish-gray crest-like mane that stood on end when they were angry. They have sharp tusks and claws, as well as physical traits such as agility and strength greater than a normal human.

Female gnolls were indistinguishable from males by size, in spite of a reputation for being shorter. In fact, so similar were male and female gnolls in appearance that they were often mistaken for one another. The only reliable way to tell the difference, other than through a close physical examination, was if a female was pregnant or openly nursing.

The tribal structure is usually linked to a stronger leader who guides the entire tribe. Often this leadership is done through the matriarchy, where the females lead, or someone with powers of magical origin or other means (see below). The tribe, although extremely savage, has an intense and unshakable loyalty to the members of the same offspring, descendants of the same female or matriarch. This is also influenced by the mentality of the pack, due to the traits of hyenas and wolves in the characteristics of this creature

2 - Rumors about Gnolls.

Many speak of demonic blood in this race, either because they are perhaps the fruit of some infernal experience, or the crossing between different species. It is not uncommon to see a leader or shaman of a gnoll (tribe) pack having pacts with demons and devils.

They usually mark their own skin with paintings or special marks, forming covenants in exchange for power, having the shaman or mystic leader of the pack (tribe) as channel of negotiation between infernal entities. These deals come about through the offering of victims slaughtered in battles in exchange for the expansion of gnoll territory or the ritual sacrifice of members directly attached to the pack itself.

3 - Culture and mentality of a gnoll

Gnolls are by nature a nomadic group, invading and attacking areas as the food of hunting and looting ends from one region, moving to another. Because of this, gnolls have developed a unique ability to dig and search for objects and items, such as sniffer dogs. They adapt everything they steal, and usually capture men to produce weapons and armor for them, or teach some weaker gnolls for this function. The captured women end up serving as entertainment, being forced to submit to it or die. These women usually die after a short time, moments after generating half-gnolls and humans (half-gnoll, see below).

Gnolls has a strong and intense sense of loyalty among members of the same pack / tribe, and all their savagery and aggression is directed at their victims and enemies. This strong sense of family is partly generated by females, who give birth to numerous gnolls, and they live under the orders of their mothers, following the leaders of their packs / tribes. An average gnoll lives around 30 years under normal conditions, but die early in many cases in the battlefield or raids.

4 - Half Gnolls

half-gnolls have the look and physical qualities of a common gnoll, but have the brightness and human mentality, and their sense of family and pack are weaker in terms of influence. Half-gnolls usually become wizards, shamans, or detain more elaborate skills than ordinary gnolls do not possess. The tribe / pack of gnolls usually capture human females to produce half-gnolls, to work from blacksmiths and take occupations where gnoll ferocity is not so advantageous. In contrast, those who hold magical abilities for blood (sorcerers) or faith (shamans) leave the secondary position in the tribe to adopt command posts or importance within the tribe / pack. An average half-gnoll lives around 50 to 60 yerars under normal conditions, but die early for sacrifice of any gnoll ritual or because are not too strong to survive after many raids and attacks.

5 - Fire paw Gnolls

Gorelikk is the power representation of this tribe / pack. Little is known about him for now, whether he is a devil or a gnoll leader with a direct pact with him. The gnolls of this tribe / pack attack villages and human farms, to sacrifice people, trying to make pacts with new devils and expand the power of Gorelikk. The most recent summoning attemp, prevented by a group of adventurers killed a devil was named Ash'nabagth.

Probably, if arrested in time, it is able to prevent the invocation of new devils, but if they are found too late, it is possible to confront devils and other infernal beings invoked by the gnolls.

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Shantis

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Re: Aquaria Blackstone (Background and journal)
« Reply #25 on: June 20, 2018, 07:02:25 am »
*Aquaria takes a travel journal, and write some notes*
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Spoiler
The old home of the Blackstone family
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Since long time ago, I miss my home. The old house with the a small tower, almost a mansion with some land, of our family. The family was great, my mother Pamela took care of the house while not going on explorations, cooking and cleaning with the help of the children. My father Arthur worked at the top of the small tower behind of the house, researching artifacts, relics and objects... While my uncle Rufus  was teaching all the children in the family how to write and read, and deal with math.

Our family was different from the others. The blood ties were for me and my younger sister, while the other 16 children who lived there were war orphans, children of slaves, who were abandoned at our doorstep to become free people when they grew up, and even children of people of different races, banned from society for several different reasons.

There were children of all ages in that house. The elders learned jobs such as planting and harvesting in our small piece of land, fishing or working with metal and wood, making small renovations to the eternal ruined house, while others getting older were adopted with apprentices to work and live with blacksmiths or carpenters in the region. Those who were more talented or interested, officially entered the family. These, exploring ruins, looking for historical relics, art objects or old documents... These always sought to raise funds to maintain our home.

I remember most of the kids in the house. And one of those who were my childhood friend, decided to follow me, becoming a Relic Hunter like me. Edgar. Speak easy, always find a way to find some shortcut to make work faster or easier. He came into our house at the age of 5, while I was only 3. We became friends of childhood and we started to grow together, always one taking care of the other. At fourteen, I was granted permission to work as a Relic Hunter, being guided by my parents. Edgar had already been in the field for two years, and he became my guardian and teacher on field exploration. Needless to say, at 16 I was already married to him.

The first year of my marriage was strange. It was not just when I dated him before. We spent a lot of time talking and talking about work, just relaxing to date at home, or when we were resting in a city. Strange concerns for a newly married woman, whether to buy a new dress or a new sword. Or if he had enough potion in his pack, instead of worrying about the price of food on the market. The friends we had were great people, but also adventurous. Hunters, warriors, wizards, all kinds of unusual people.

We always live on the edge, running away from dangerous creatures, or misusing fortune by opening an ark without checking for traps, or even if the map I made was with all the correct information. In the branch we lived, a mistake cost life. And Relic Hunter were always the first to die. I've seen a lot of decent people lose body parts for traps. And I've seen a lot of nice people get killed by using a cursed item, a poisoning potion, or why they stepped on the wrong stone in an old hallway.

By the third year of her marriage she was more mature, with a cooler veneer, calmer and trying to be more balanced. After seeing so many people die, I was the voice of the couple's reason, while often Edgar was the emotion in person, always cheerful and relaxed. For him life was a game, for me a business.We live with intensity, sleeping in tents or in luxurious rooms. We spent fortunes in miraculous potions and parchments of fantastic spells, only for the situation of "if anything happens, we will be prepared."

By the fourth year of marriage, we were already making new plans. He wanted to see with his own eyes an Enclave, how it worked, whether it had labyrinths or flying castles, marveling at seeing it floating in the sky. My desire was to be able to eat a hot meal without feeling the rain on my back, sleeping in a bed without worrying if the house was haunted, or if some wild animal would attack by surprise. But in the end, we ended up agreeing to buy a house of our own use, to have our children... I wanted to have a daughter to teach things, he a kid to teach how to play cards and steal fruits from neighbors' trees. Maybe adopt some orphans like my parents did, to give children a better chance, and live in peace in old age, teaching the younger ones.

Too bad it did not work.

My father, Arthur Blackstone, always said that life and the world can change in five minutes. And that day was the most real proof of that. Our group of seven, plus me and Edgar, have entered a stately ruin, filled with all sorts of fantastic historical objects, reasonably priced books and statues... The ruins were linerares, with only a narrow corridor between the rooms. Despite having disarmed common traps, what we were not prepared for was mystical traps. Someone in our group stepped on a painted rune on the ground, and the walls of the ruins collapsed, showing a hall full of graves. They were opening quickly and violently, making the carved stone covers rise to the top and crash to the ground in a loud and loud noise.

A huge group of undead were coming toward us. The priestess of Selune, Amara, was not able to frighten or weaken them. The warrior of the group, Marcos could not hurt the living dead, who wore black armor and weapons that seemed to be living shadows. Unlike normal zombies, these were fast, intelligent, and cruel. Marcos was beheaded with only one blow, while two other adventurers we met on that exploration died, being easily torn apart by the strange knights in black armor. The rest of the group decided to hurry back to the entrance of the ruins... And we were realizing that with each room we entered, returning on our way back, the walls exploded, revealing new inner rooms, with more undead black armor.

Even under magic effects to increase our speed of escape, the black knights were reaching us. Edgar, without warning, used some explosive jars to distract all the attention from the black armor, running back to the previous room, causing them to follow him. He pulled the lever, making a heavy stone door come down, sealing it inside.

I still hear his screams every night.

I spent all the savings I had with him for four years, to pay adventurers to rescue his body, without success. The first and second group died completely. And the following groups turned down my requests for help. My parents insisted that I go home. But I could not even walk through the door. The pain was intense, passing through a place full of memories of him. I just asked to get my clothes and I left, leaving my parents' house and my family behind. It was only after almost 3 months that I was able to recover. I moved my course to Hadrian.  An old friend spoke of a noble house that invests in relic hunters.

The town of Hadrian and the whole surrounding region is quite different from what I expected. Some good, some bad. It took a lot of hard work to get the privilege of having an office to work in an library of Vastir. Every day people with doubts, lost ask for help. Something about the lost hometown. Or about stories of his people. Or about some group of evil. Maybe about ways to find lost brothers or sisters. Who knows to research about some cult of evil. Or, explain to someone that going by the way of the sword does not work, if it does not become something they know when not to use the sword.

And slowly, I am pulled into this spiral of problems of others, often without solution. My fieldwork on relics begins to accumulate dust and cobwebs. My desire to research as much of the dwarven history as possible, though well regarded, is delayed every day by the desperate request of someone wanting to know more details about Roz'dha, while three noble houses and a arcane guild fight among themselves, like 4 spoiled kids. I keep listening to people pulling me into their problems, asking me to run for mayor. Or to associate with a noble house, without actually giving me some kind of encouragement or hearing from me what would make me change my mind.

I still stop for a few moments, reading the book "Stories of a Lost World", the book that Edgar gave me when I was a child, with all sorts of legend and ancient history to be researched. Maybe I can translate all the stories and publish them in the library. Maybe I still find some of of one legendary relic.


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Shantis

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Guide about relics
« Reply #26 on: June 27, 2018, 03:21:14 am »
*Aquaria takes a travel journal, and write some notes*
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Spoiler
Relics
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Unlike artifacts, which are constructed mystically by arcane, a relic is somewhat different due to way of work and rarity. The term "relic" usually consists of the physical remains of a important person, hero, noble or commoner with some personal effects in the history for different reasons. Unlike normal artifacts, created by mortals or gods, a relic is an object that naturally awakens by use, channeling power, whether divine or mystical, serving as an extension of the owner.

Unlike artifacts, relics gain their powers naturally, with use. The same sword used to fight pirates becomes more potent in confronting them, for its owner, being a paladin of justice and the weapon, being fully known gives strength and power because of his fame, prestige and mainly, historical presence.

Relics are very common among clerics and priests, where the faith of their faithful followers makes the process of channeling power over the years naturally. Another way for a "born" relic is when one is destroyed. A dragon hunter is famous for having killed several dragons using the same axe. But this dragon hunter is killed and his weapon destroyed by a lizardman, whose object is a mystical staff, like a shaman. The accumulated energy of a relic passes to another object, since the fame, prestige and all power naturally accumulated in the ancient relic is transferred to the nearest object when the original is destroyed.

Family heirlooms are powerful. The sword of the family patriarch, who passes from generation to generation, with the weight of family values gains power, and each generation of that family uses the relic as object of power and symbol of the values and goals of this family.

Fantastic creatures and monsters are also relic materials. The horn of a minotaur who is known to dominate a region ends up turning a mug for a barbarian warrior. The scales of a dragon, a shield. The whole story of the defeat of the creature, having its parts first transformed into trophy to accumulate admiration and power, and then to awaken its power as a relic is something that happens if not in a few years, through generations, as a family legacy.

But how do you awaken an ordinary object to become a relic?

First, the relic would have to be unique. Or in the form that was acquired, or how it was produced, or in the parts that it is made, or how it was used. This happens regardless of the owner's awareness.

Second, a relic can not be awakened in the normal way. She "wakes up" alone in the hands of her owner. Something happens, and the relic awakens its power subtly or intensely. Maybe something in your weight or color changes, or becomes more efficient against a certain type of enemy. The person begins to feel no fear, among other minor traits.

Third, the name. Every relic acquires its own name, given by the first owner who awakened it. Or she gains the proper name, through real histories told by others, describing their deeds in the hands of their owner. She can have the owner's last name, or be baptized by what she does. "Bloodspear" would be a spear that makes the enemy bleed to death, if injured. "Coldhammer" would be a hammer that when used in the forge, the metal cools, acquiring freezing properties.

Fourth, the aura of presence. It is not something like a visible spell. The weapon alone has a unique presence, distinct visible to all who look at it. It is not just "one more" among so many objects of the same type. It stands next to another exactly same object. One notes, even if it is some small detail, to highlight the difference of the presence of the object among the others.

Fifth. The quality. There are rustic relics in tribes and barbarians. But relics are usually found more easily when they are of exemplary quality, unique among all others. A forger makes ten thousand armor, to make one that would be able to awaken as a "relic" naturally, with the highest of his talents as creator. Or a manufacturer

The blacksmith, weaver, or any other creator who achieves the maximum of his ability gradually becomes famous for the creation of incredible, unusual objects that become relics over the years. These relics, coming from the same creator, share elements and traits similar to each other. The blind smith, who hammers his swords on the anvil, is able, through his incredible ability to hear and feel the metal, to create weapons that have a sonic sensitivity, almost singing while fighting, or that are so efficient in the hands of his owner that he would fight with closed eyes.


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« Last Edit: June 27, 2018, 03:22:53 am by Shantis »

Shantis

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Historical Guide of Alchemy
« Reply #27 on: June 27, 2018, 05:05:52 pm »
*Aquaria takes a travel journal, and write some notes*
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Spoiler
The historical guide of Alchemy
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Introduction


Alchemy is a process of achieving the desired effects, without necessarily using magic directly. These effects are achieved by changing certain ingredients by one or more processes, which in the end is used a product so that when consumed, the effects are applied to the consumer of the product. Alchemy is extremely complicated. It is based on the practical skills of early metal workers and craftsmen of other areas, and influenced so much of magic and occult thought. It must be remembered that when alchemy flourished there was no dividing line between science and magic. Ideas such as the influence of the planets and the effect of certain numbers or letters on people's lives might today be regarded as superstitious. At that time they were perfectly acceptable to those who were making the kind of accurate observations about the material world that paved the way for modern science.

Long before the beginning of alchemy, gold was regarded as the most valuable metal. Its possession indicated wealth and power, and it was prized for its beauty. Known as the most perfect metal, it soon required symbolic meaning. It came to stand for excellence, wisdom, light, and perfection. For serious alchemists gold had both a real and a symbolic significance, which at first seems confusing. The reason is that alchemists embarked on two different and difficult quests at the same time, and success in one meant success in the other. The first aim is the one that most people know about. The alchemist was attemping to find a way of transmuting, or changing, ordinary metals into the most perfect metal, gold. The second aim is less known but far more important. The alchemist was trying to make the soul progress from its ordinary state to one of spiritual perfection.




Equipment

What would an alchemist's laboratory have looked? That depends. For affordable brewing, at a popular price, only a cauldron will be needed, but you will be limited to creating potions from which your arcane abilities have it. But for a real alchemist, all of his equipment, carefully placed in a controlled environment, will build his laboratory. Often, the laboratory is built in basements, lofts, towers high locked to have a controlled environment. Another reason is to hide the secrets of their recipes, not to let unsuspecting people steal or misuse them. If you really wish to start to wokr as true alchemist, you need:

Quote

Alembic: the part of a still were liquid condenses.

Alundel: the part of a still which receives the distilled liquid.

Anthanor: a furnace rather like a modern chemist's sand bath, but using ashes instead.

Bain-Marie: an ancient water bath. Said to be the invention of Mary the Jewess, an early alchemist.

Calcinary Furnace: used for reducing metals and minerals into a fine powder.

Cucurbit: the part of the still where distillation occurs.

Cupel: a crucible made of bone ash.

Crucible: a small clay bowl, shaped so it could be supported on the rim of a furnace. Use for heating things at a high temperature.

Descensory: a funnel.

Descensory Furnace: a furnace with a funnel for pouring liquid down to a recepticle inside.

Dissolving Furnace: a small furnace supporting a pan of water with rings in the pan to hold glass containers. Resembles the modern water bath. See Bain-Marie.

Kerotakis: old name for a Soxhlet extractor.

Matrass: a simple flask. See Philosopher's Egg.

Pelican: a special distilling flask with two necks for continuous distillation.

Philosopher's Egg: a special type of retort in which the neck of the flask went straight up. The forerunner of the modern Florence flask.

Retort: a flask with a long curved neck which curved downward. Named after a type of wild goose.

Still: short for distilling. An apparatus which boils liquids and catches the condensation.

Tripod: older version of a ring stand.

Beakers, crystallization dishes, spatulas, cloth filters, mortars and pestles, and tongs were also used by the alchemist in much the same way they are used by chemists today.

Eight safety rules for any alchemist

1) Be reserved and silent.
2) Work in a remote private home.
3) Choose your working hours prudently.
4) Be patient, watchfull, and tenacious.
5) Work on a fixed plan.
6) Use only glass or glazed earthenware crucibles.
7) You must be rich enough to pay for your experiments. (Several centuries earlier, an alchemist named Zosimos the Wise suggested marrying a rich wife.)
8 ) Have nothing to do with nobles, priests or criminal people. Being independent and free is worth more than any gold.



Understanding the 4 elements

According to ancient alchemists of the empire, the basis of the entire material world was something he called prime or first matter. This was not, as it may first sound, some gray sludge from which the world would gradually evolved. In fact, it was not a substance one could see or touch. It had no physical existence on its own account. However, it was the one unchangeable reality behind the ever-changing material world. To give this matter a physical identity and individual characteristics, various stages of form were needed.

The first stage of form was found in the four elements of Earth, Air, Fire, and Water. The elements, while distinguished from each other, are also related by four qualities. These qualities are dry, moist, hot, and cold. Each element possesses two qualities, of which one predominates, and each element is linked to two other elements by the quality they possess in common. Here is how this system applies:



Fire is hot and dry with heat predominating.
Air is hot and moist with moisture predominating.
Water is moist and cold with cold predominating.
Earth is cold and dry with dryness predominating.


The diagram (above) shows complex interrelationship of these qualities more
clearly.


The main interest of alchemy theory of the elements from the point of view of alchemy is the idea of change. According to this theory each element can be transformed into another element through the quality they possess in common. In this way Fire can become Air through the action of heat; Air can become Water through the action of moistness; Water can become Earth through the action of coldness; and Earth can become Fire through the action of dryness. It is possible under this theory for an element gradually to complete the circle of change and go from Fire to Air, from Air to Water, from Water to Earth, and from Earth back to Fire, for example. It must be remembered that in all these changes the prime matter behind the form always remains the same.

The next stage of form in the four elements theory was that all physical manifestations in the world are composed of all four elements in different proportions. The varying amount of each element in the composition accounts for the infinite variety of things in the world. Because it was believed that elements could be transformed into other elements, it was only a small step to the assumption that all substances could be changed by altering the proportions of elements that constitute them. It is easy to see how alchemists took up on this idea. If as they believed, lead and gold consisted of different proportions of the same four elements, what was there to prevent the one being transformed into the other?

Our ancient alchemists had another theory that influenced the ideas of alchemists. This was on the formation of metals and minerals. He believed that when the Sun's rays fell on water, they produced a vaporous exhalation that was moist and cold. This exhalation became imprisoned in the dry earth, was compressed, and finally was converted to metal. All metals that are fusible or malleable, such as iron, copper, or gold, were, according to Aristotle, formed in this way. The formation of minerals, on the other hand, occured when the Sun's rays fell on dry land. They produced a smoky exhalation that was hot and dry, and the action of the heat produced the minerals. In this category the ancients alchemists included substances that cannot be melted, as well as substances such as sulfur.



The concept of astronomy through alchemy

From the earliest times men have looked to the skies for explanations of their own lives, and the idea of the influence of the planets was widespread. Gradually, over centuries, in places such as Vastiir and others enclaves, a complex astrological system was built up. Its ideas permeated all aspects of daily life.

The basis of astrology can be summed up in the phrase so often quoted in occult literature, and in particular in alchemy: "as above, so below." This meant everything in the Universe, of Macrocosm, had its parallel in the earthly world, or Microcosm. Everything worked in an ordered harmonious system, and everything was permeated by a Universal Spirit. It was this Spirit, which held the secret of the Universe, that the alchemists were trying to capture and compress into the Philosopher's Stone.

The system of correspondences, or connections, between the seven planets known to the Ancient World and all aspects of life was also extremely important. Tangible objects such as metals, animals, and plants, concepts such as colors, and abstract ideas such as love and wisdom were accorded to different planets, among which the ancients included the Sun and Moon. For example, some of the correspondences of Venus were copper, the color green, the dove and the sparrow, and the power of love. Alchemists made great use of this system of correspondences. Knowledge of the mysterious links between different things under the protection of the same planet was considered invaluable in many experiments. It also provided a ready-made symbolism or code in which one name could be substituted for another. Alchemists delighted in shrouding their writings with mystery and obscurity because they were always afraid the information would fall into the hands of the wrong people. Perhaps they also enjoyed secrecy for its own sake.

In short, each symbol of the zodiac represents one of the processes of alchemy, which in a carefully crafted text describes through allegories and stories such as making special recipes...



Procedures through magical ritual circles

Arcana and clergymen can expand the powers of alchemical recipe, using ritualistic circles at some stages of the preparation process. Many of these circles work as follows: The circle is drawn by adding symbols of the alchemical elements, and through mystic / divine awakening of these correctly positioned elements, they are used, added or mixed according to the alchemical process listed in the original recipe.






Elements and processes, in detail





Interpreting recipes

Alchemists have a way of protecting their own recipes. Each alchemist, individually speaking, creates for himself a code concealing processes, materials, order of procedure and other details of the alchemical recipe, through stories or drawings. Sometimes, races write in a racial dialect of their own, in addition to the common knowledge they all know.

These types of alchemists form hermetic groups and societies, which are usually small groups of a master, an auxiliary, and an apprentice, made up of family members, people with some bond in common, or all kinds of occult involvement, for noble or political reasons, from which they must keep their identities secret.

Another essential point is the use of trademarks, runes or symbols of the race, in a native language to do the whole process. I will list below some of the runes and marks used. You will have to research in detail to find out which race they are all



Final words

This is a historical guide to alchemy, produced by Aquaria Blackstone. Many of the information contained herein has been saved in ancient documents, field research, and arcane and mystical knowledge collected over the years by the Blackstone family. Many of the secrets of alchemy are guarded behind groups like Arcane Guild, noble families or individuals in specific. This is a guide dedicated to the use of adventurers and other relic hunters, to help them recognize documents, objects and materials of major importance in their missions and explorations. Practical and real knowledge of alchemy can be taught through the Arcane Guild or a closer and responsible arcane master of you.

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