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╚ Index → Lore Index → Lexicon
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0. Ailments, Explained Ailment
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There are three different classifications of physical and mental ailments in Tur: conditions, diseases, and natural curses.
- Conditions tend to be curable with time but a speedier recovery is found through the use of medicine or home-made cures.
- Diseases, however, tend to take months to recover from with a profound use of medicine. Extreme cases may require magical aid.
- Natural curses are rarely curable without the use of magical aid. The more serious curses are impossible to remove and are fatal.
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0. Canon Overview Person
WHAT IS A CANON?
A canon is basically a pre-made character of some significance or purpose. Canons can only be created by dungeon masters. There are three types of canons: Playable, Heroic, and Board canons. Playable Canons are created for members to adopt and develop as they please -- they are given some starting criteria but everything else is up to the player to decide. Heroic Canons are legendary characters that can also be adopted by members, however they are much stronger than the Playable Canons.
A Board Canon, however, cannot be played or adopted by any members -- though they can be referenced, they are strictly only to be roleplayed by dungeon masters. There are four types of board canons; you may view them below. To view ALL of the board canons in the lexicon, search the keywords "board canon" above.HISTORICAL OR DECEASED BOARD CANONS
Examples: King Exadum Etspha, King Alexios Etspha, Tzemph
Canons within this category were once prominent figures of their time. It is very likely that their names would be remembered by the common people, and their mark in history will most likely remain until the end of time. Royalty, heroes, and other past or deceased canons are categorized here.
POLITICAL BOARD CANONS
Examples: Jaarl Ironside, Aladar, Avandr Rodula, Jhaun of Toden
Current or relevant canons that have a direct impact on the world and its outcome are categorized here. Political figureheads, current Great House housemasters, and other important characters are dumped into the political category. Once these canons decease or no longer become relevant, they will be moved into the historical category.
MYTHICAL BOARD CANONS
Examples: Gladfrond, Sather, Calauna
These canons are of a supernatural nature -- most are either immortal or serve a divine purpose in the world. Gods, immortals, creatures of lore and folk stories, and the like are categorized here. It is without a doubt that every living soul in the world of Tur would know these names... unless they have been living under a rock or are just plain stupid.
MINOR BOARD CANONS
Examples: Great House ambassadors
Miscellaneous canons that are less important than those of the other three categories are placed here. Though they are worth knowing, it is unlikely your character would know these men, women, and creatures unless they have physically encountered them in their travels. It is possible, however, that some of the canons categorized as minor are actually in fact a part of something greater -- however, you will have to wait until their story unfolds to find out. |
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0. Credit Fauna
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Credit goes to Tyler Davis (Razzy) for the fauna sketches you see below.
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0. Spells List, Explained Spells
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Spells List, Explained
While there are no true set rules on what your character can and can't cast, please be reasonable by their potency in magic and their skill in Arcana. This is by NO means an official list that you must choose from. Most players on our site simply use these rules as guidelines and/or inspiration ideas for what they may encounter in our world as far as magical effects and/or spells.
Colored Titles are basic effect names for the purpose of explaining.
Regular Bolded Titles are the actual in-character roleplay names of the spells.
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0. Types of Calendars Calendar
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1. Calendar Overview Calendar
 - 1 day in Tur is 24 hours.
1 week in Tur is 9 days.
1 month in Tur is 4 weeks.
1 year in Tur is 10 months.
- The year is determined by years passed since After Prophecy (AP).
- The first day of the week is called Morirday.
The second day of the week is called Caluday.
The third day of the week is called Sangday.
The fourth day of the week is called Liliday.
The fifth day of the week is called Haenday.
The sixth day of the week is called Bavaday.
The seventh day of the week is called Rogiday.
The eigth day of the week is called Etunday.
The ninth day of the week is called Faroday.
- The months Ossanwe and Amilsa are dedicated in the name of Taneth.
The months Elista and Robaba are dedicated in the name of Goroth.
The months Ch'tiry and Issira are dedicated in the name of Ziatonuth.
The months Yer'dyn and Lornica are dedicated in the name of Bamot.
The months Osaghyle and Nasytas are dedicated in the name of Roth.
- When referring to the date, Turans do not add "st", "nd", "rd", or "th" to the numerical date. Instead of "3rd of Elista" or "Elista 3rd", Turans refer to the date as "3 Elista".
- Spring ends on 30 Elista.
Summer ends on 11 Issira.
Autumn ends on 28 Lornica.
Winter ends on 36 Nasytas.
- The Winter Bardet usually starts at the end of Lornica.
The Summer Bardet usually starts at the end of Elista.
- Umboda appears as a full moon 15 times every year.
Allurai appears as a full moon 8 times every year.
Allurai travels swifter on its lunar path in the end of Nasytas.
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1. Spell List: Minor, Magical Spells
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Spells: Minor, Magical
- [alt] Charm (Animal)
Howl of Ziatonuth: Discourages hostility and can potentially influence an animal to perform a task.
- [alt] Cunning (Self)
Brilliance: Increases the caster's intelligence for a short period of time.
- [alt] Darkvision (Self)
Night Eye: Enables the caster to see in complete darkness. However, when activated, bright lights can impare.
- [alt] Grace (Self)
Serpentine: Increases the caster's dexterity for a short period of time.
- [alt] Unlock (Target)
Knock: Magically alters any simple lock mechanism to open. Will not work on magically sealed locks.
- [alt] Slow (Touch)
Fatigue: Causes touched target to feel overwhelmed with physical lethargy.
- [alt] Strength (Self)
Will of Goroth: Increases the caster's strength for a short period of time.
- [ele] Barksin (Self)
Anari's Embrace: Creates a thick shell of bark along the caster's exterior that acts as a shield.
- [ele] Cold (Touch)
Vieltan Breath: Manipulates the essence of water to freeze or cool targets through touch.
- [ele] Fire (Touch)
Grip of Tassam: Manipulates the essence of fire to scorch or burn targets through touch.
- [ele] Spark (Touch)
Shock: Manipulates the essence of lightning to stun or damage targets through touch.
- [ele] Stoneskin (Self)
Anari's Shield: Creates a thick shell of stone along the caster's exterior. Less flexible than Barksin.
- [ele] Wind (Touch)
Breath of Bamot: Manipulates the essence of wind to cut or topple over targets through touch.
- [evo] Armor (Self)
Conjure Armor: Creates an armor-like barrier on the caster's body. Though effective, it is extremely draining.
- [evo] Shield (Self)
Conjure Shield: Creates a movable barrier effective for ranged weapons. This spell is extremely draining.
- [net] Acid (Touch)
Roth's Kiss: Manipulates the essence of acid to burn through touch.
- [net] Confusion (Touch)
Madness: Causes touched target to be befuddled, losing control of their actions for a short period of time.
- [net] Fear (Touch)
Grasp of Terror: Causes touched target distress, losing control of their actions for a short period of time.
- [net] Poison (Touch)
Envenom: Taints the touched target's blood with poison until they are cured.
- [psi] Detect (Self)
Sight: Allows the caster to feel the presence of various elements, user-defined.
- [psi] Disguise (Self)
Incognito: Alters the physical appearance of the caster to change features or race (humanoid).
- [psi] Dispel (Self) (Touch)
Purge: Removes magical effects, both beneficial and harmful, from self or on touch.
- [psi] Rage (Self) (Touch)
Song of Goroth: Fills the caster or touched target with an insatiable bloodlust and remarkable strength.
- [res] Atonement (Self) (Touch)
Purify: Removes most common curses, poisons, and diseases from self or on touch.
- [res] Awaken (Touch)
Revive: Cures magically enduced sleep on touch.
- [res] Freedom (Self) (Touch)
Liberation: Removes any hinderance of movement such as web or slow from self or on touch.
- [res] Mend (Self) (Touch)
Taneth's Mercy: Cures light to moderate wounds, stitching lacerations through magical means.
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2. Calendar Events Calendar
- Ossanwe Awakening
25 Ossanwe - "Leafwhistle" - Leafwhistle is a holiday which is most often celebrated by young couples in love, but also by lovers of all kinds. The mythos surrounding the holiday is of two young lovers, separated in a ferocious winter storm. The young maiden eventually managed to make her way to the shack of an elderly couple, her body wracked by fever. The elderly couple nursed her back to health, but when she asked of her young companion they shook their heads sadly and told her the storm probably claimed him. One evening as the sun was setting, and she was sitting alone in the garden admiring the verdant greens which appeared beneath the freshly melted snow she heard a shrill whistle, like the kind which can be made using a leaf. She made her way towards the source of the sound and found sitting by the freshly thawed river, her lost lover whom she thought had died in the storm. Overjoyed to be reunited they vowed to never let man or the elements separate them again. Leafwhistle is not celebrated on The Continent of Sauria.
- Amilsa Youth
- Elista Strength
9 Elista - "The Antivene Trials" - In the time of the Five, the Antivene Trials were originally meant to appease the gods by gladiator games, more specifically Goroth. Gladiators were required to prove their worth by killing the elite of the elite and the victors were chosen to become warriors of Goroth's armies. As faith in the Five began to wane, the event slowly changed into a show of strength and a contest for prestige and wealth.
- Robaba Tempest
- Ch'tiry Frenzy
- Issira Storm
4 Issira - "Heavenspeal" or "Jackal's Tears" - Heavenspeal is a holiday which celebrate the oncoming cold and wet season. It usually involves a feast held in the open air, rain or shine. The name Heavenspeal comes from the loud claps of thunder which usually accompany the feast. By the time both of Tur's moons are waning the stormy season is usually upon the continent. Heavenspeal is also celebrated in Sauria however it is more commonly called Jackal's Tears and is a celebration heralding the return of the rains to the desert continents grass lands.
- Yer'dyn Knowledge
20 Yer'dyn - "Feast of Scholars" - The Feast of Scholars is more likely to be celebrated in larger cities like Puruja and Thun than small villages, however anywhere that mages and scholars call home pays at least a passing mention to the holiday. In the capital cities it used to be celebrated by a grand display of wizadry. Spectacular illusionists and distinguished evokers would put on a marvelous show, which was followed by a large feast. Now days, with the thirst and the wane of magic, the Feast of Scholars is a somewhat more sombre affair, there is still a feast, but there is no real gathering en mass of arcanists anywhere but Herrat. Those who gather in Herrat gather for the arcana solution summit, where Tur's best and brightest offer theories about magic's decline and how it can be halted and reversed.
- Lornica Lingering
36 Lornica - "Candlekeep" - A Rugnosant holiday, which is not recognized by The Continent of Sauria, mainly because of the large disparity between their climates. In preparation for the coming cold months and the days which grow ever shorter, Rugnosants will put a row of candles on the window sills of their homes and leave them lit all night. No one is certain where exactly the tradition came from, but it is suggested that people took to doing it many years ago to light the way into town for the last of the caravans who were making their trade journey before the onset of winter.
- Osaghyle Loneliness
- Nasytas Death
13 Nasytas - "Skin and Souls" - As gruesome as the feast of Skin and Souls sounds it is probably the most important holiday on the Tur calendar. It is the oldest known holiday still celebrated by all citizens of Tur and its main purpose is to offer worship to ancestors who have passed from the realm of the living and ask the gods from protection from malign spirits. In times past Roth was venerated on this holiday and recognized as the Mother of the Dead. Now, few still venerate Roth on the evening of this feast, and those that do, do not tend to do so openly. The day begins in the morning with citizens cooking a meal to give to a stranger. Shopkeepers traditionally leave out bowls of boiled sweets at their front doors for bypassers. When night falls most temples offer a service, and most nobles open their halls for a large feast after the service. It is traditional to leave an offering of some sort on the windowsill for the benevolent spirits of Tur, while sprinkling a line of salt across the entrance way to your house to prevent malicious spirits from trespassing.
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2. Spell List: Moderate, Magical Spells
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Spells: Moderate, Magical
- [alt] Charm (Humanoid)
Calauna's Kiss: Discourages hostility and can potentially influence a person to perform a task.
- [alt] Climb (Self)
Spiderwalking: Allows the caster's hands and boots to scale vertical walls and upside-down.
- [alt] Unlock (Area)
Knock: Magically alters simple locks in the area to open. Will not work on magically sealed locks.
- [alt] Slow (Target)
Fatigue: Causes ranged target to feel overwhelmed with physical lethargy.
- [alt] Polymorph (Self)
Face of Ziatonuth: Manipulates the caster's appearance to take the shape of an animal.
- [alt] Transform (Object)
Shapechange: Forces an object to take an alternate shape for a short period of time (ex: a cup to a hat).
- [ele] Cold (Target)
Vieltan Breath: Manipulates the essence of water to freeze or cool ranged targets.
- [ele] Fire (Target)
Grip of Tassam: Manipulates the essence of fire to scorch or burn ranged targets.
- [ele] Spark (Target)
Shock: Manipulates the essence of lightning to stun or damage ranged targets.
- [ele] Wind (Target)
Breath of Bamot: Manipulates the essence of wind to cut or topple over ranged targets.
- [evo] Shield (Target)
Conjure Shield: Creates a movable barrier effective for ranged weapons. This spell is extremely draining.
- [evo] Web (Area)
Web: Creates a sticky substance difficult to move through. May entangle and ensare targets.
- [net] Acid (Target)
Roth's Kiss: Manipulates the essence of acid to burn through range, in a bolt or splash.
- [net] Confusion (Target)
Madness: Causes ranged target to be befuddled, losing control of their actions for a short period of time.
- [net] Disease (Target)
Decay: Inflicts a terrible disease on the ranged target.
- [net] Fear (Target)
Grasp of Terror: Causes ranged target distress, losing control of their actions for a short period of time.
- [net] Poison (Target)
Envenom: Taints the ranged target's blood with poison until they are cured, in a bolt or splash.
- [psi] Disguise (Touch)
Incognito: Alters the physical appearance of the touched target to change features or race (humanoid).
- [psi] Dispel (Target)
Purge: Removes magical effects, both beneficial and harmful on ranged target.
- [psi] Rage (Area)
Song of Goroth: Fills the area with an insatiable bloodlust and remarkable strength in all targets.
- [psi] Silence (Target)
Hush: Ranged target is rendered incapable of casting spells for a short time.
- [psi] Telekinesis (Target)
Psi-touch: Allows the caster to manipulate physical items from a distance.
- [psi] Tongues (Self)
Tongues: Allows the caster to speak in an arcane tongue that is somehow understandable to all.
- [psi] Veil (Self)
Veil: Allows the caster's thoughts, emotions, and motives to be nearly impossible to read.
- [psi] Warp (Self) (Non-player characters only)
Blink: Allows the caster to teleport at a very short range for a fraction of a second.
- [res] Atonement (Target)
Purify: Removes most common curses, poisons, and diseases on ranged target.
- [res] Awaken (Target)
Revive: Cures magically enduced sleep on ranged target.
- [res] Freedom (Area)
Liberation: Removes any hinderance of movement such as web or slow in the area.
- [res] Mend (Target)
Taneth's Mercy: Cures moderate to heavy wounds on touch; light to moderate at range.
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3. Spell List: Major, Magical Spells
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Spells: Major, Magical
- [alt] Slow (Area)
Fatigue: Causes targets in the area to feel overwhelmed with physical lethargy.
- [alt] Transform (Self)
Shapechange: Forces the caster to take an alternate shape of an animated object for some time.
- [alt] Polymorph (Target)
Face of Ziatonuth: Manipulates the ranged target's appearance to take the shape of an animal.
- [ele] Cold (Area)
Vieltan Breath: Manipulates the essence of water to freeze or cool the area.
- [ele] Fire (Area)
Grip of Tassam: Manipulates the essence of fire to scorch or burn the area.
- [ele] Spark (Area)
Shock: Manipulates the essence of lightning to stun or damage targets in the area.
- [ele] Wind (Area)
Breath of Bamot: Manipulates the essence of wind to cut or topple over targets in the area.
- [evo] Shield (Area)
Conjure Shield: Creates a movable barrier effective for ranged weapons. This spell is extremely draining.
- [net] Acid (Area)
Roth's Kiss: Manipulates the ground with essence of acid to burn through the area.
- [net] Confusion (Area)
Madness: Causes targets in the area to lose control of their actions for a short period of time.
- [net] Disease (Area)
Decay: Inflicts a terrible disease on the area.
- [net] Fear (Area)
Grasp of Terror: Causes targets in the area to lose control of their actions for a short period of time.
- [net] Poison (Area)
Envenom: Taints the targets in the area's blood with poison until they are cured.
- [psi] Misdirection (Target)
Misdirection: Attempts to persuade the target to think and believe something they might not have.
- [psi] Silence (Area)
Hush: Targets in the area are rendered incapable of casting spells for a short time.
- [psi] Veil (Target)
Veil: Allows the target's thoughts, emotions, and motives to be nearly impossible to read.
- [res] Atonement (Area)
Purify: Removes most common curses, poisons, and diseases on targets in the area.
- [res] Awaken (Area)
Revive: Cures magically enduced sleep on targets in the area.
- [res] Mend (Area)
Taneth's Mercy: Cures moderate to heavy wounds at range; light wounds in the area.
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A Lost Shepherd Library
A LOST SHEPHERD
Written by Unknown
(Player Submitted; Original Author: Sandman)
A hundred years ago there was a farmer who inhabited the Southern Hillsides. He was a renown sheep shepherd among nobles and locals alike, for his livestock furnished the best wool Tur had to offer. He treated them with undying love and care, sacrificing a family and personal life so that he may continue to supply the world with his expertise. The wool was made to make the finest of clothes, blankets, and quilts. It is even said that the Etspha family had their royal gowns made from the very wool of the shepherd's sheep.
Tragedy struck on a cloudy night.. The Shepherd left his camp to tend to the flock, though due to the lack of moonlight, he became lost, and stumbled in to a gang of nomadic bandits. The bandits killed the shepherd and captured his herd, converting them in to food. The bandits were never found.
Farmers, drifters, and locals of the Hillsides speak commonly of the Shepherd. It is believed that on a dark night, either due to new moon or overcast, the Shepherd appears along the rolling prairies with his lantern to led the lost to safety. Witnesses report seeing a bright orange light which drifts along the hills, as though someone is carrying it, though no one has ever gotten close enough to discover the source. Several claim to have been saved by this entity, saying that they were led to a nearby village or trading post after becoming turned around, by the burning orange light.
There are many variations of the legend. In fact, the second most common is an instance where a man collapsed from exhaustion within the hills, he would have froze to death on the frigid winter night, but awoke the following morning covered in a fine wool blanket, that worked as a furnace on his body.
The Shepherd remains a mystery, but is held in high regard by the Hillsides people, a few villages even hold festivals and offerings in his honor. It is a tale taken seriously by the country folk, though few who have not passed through the region know of the legend. It is said he is a gentle spirit, but the legitimacy behind the legend and the evidence of paranormal activity remains a mystery, for no solid facts have been presented.
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A War of Houses: An Introduction Great House: Information
(See: The Gods of Orgoth and their Children) In the Age of Prophecy, the Five took to the physical manifestations of their avatars and walked the earth amongst mortals for the first time in recorded history. It was in this time that the Five stepped forward to Ascend their Chosen -- individuals of extraordinary quality and skills that surpassed the mediocrity of others from their race. It was not long before the Chosen were marveled for the Power gifted onto them from their patron gods, and eventually they were seen as demi-gods for their respective race of people. Though most traces of the Five and their Chosen have not survived the thousand years since the Age of Prophecy, the Ten Great Houses still remain...
Joining a Great House
An outsider must undergo House Trials in order to join one of the Great Houses. There are only two circumstances when a House Trial may be held -- either by a site/world event, or if a current housemember of high ranking decides to initiate House Trials. House Trials usually only pick two potential initiates and challenge them against one another, where the victor is chosen and then branded with the House Emblem to signify their initiation into the House. House Trials are usually large events and usually have two or three different Houses participating at the same time -- however, for the more secretive Houses, House Trials are private and may not be publically advertised. Offspring of characters that are housemembers are automatically considered as future initiates and are not given training or the House Emblem until they reach puberty. Players that become housemembers can eventually become promoted through in-roleplay recognition. In order to start a House Trial, the three house leaders (weaponmasters, quartermaster, and ambassador) must all agree that it is of their best interest to convert an outsider.
Once you join a House, you are branded permanently. The Emblem fades if you have become exiled from a House, but it will remain with you always. Deciding to leave a house is dishonorable and by doing so, you will create enemies. A House may accept you if you leave their rivaling House as you are a traitor of their enemy, but it is unlikely.
House Emblems
Each House brands their House Emblem on a different limb or position on the body (for example, Alsaion brands their housemembers on their outer palms). Some are branded in more secretive locations because it is of their best interest to keep the Emblem out of sight, such as the notorious House of Rizantad. To openly wear an Emblem is dangerous as it may draw unwanted attention -- there are only a handful of housemembers that walk the streets and in such times of turmoil, proudly wearing your Emblem may cost your life... Anundid -- Forehead (publically displayed to instill fear)
Toden -- Around the eyes (publically displayed)
Bivet -- Inner forearms (neutral)
Rizantad -- Lower sternum (privately concealed)
Eilst'tar -- Inner wrists (privately concealed)
Everhana -- Left Cheek (neutral)
Eredar -- Sides of neck (neutral)
Alsaion -- Outer palms (publically displayed)
Rajiv -- Inner palms (privately concealed, revealed only when in their best interest) Internal House Relationships
Relationships, either of a romantic or friendly nature, are encouraged to be internal and amongst other housemembers. Though it is forbidden for housemembers to have personal relationships with stewards, they do happen in secrecy and children produced in such union are automatically considered initiates as future stewards - however, if a housemember is permitted to have their own personal steward, the rules can be bent or ignored, depending on the influence of the individual. It is common for housemembers from a specific house to marry and produce children -- the offspring of those that are already initiated into a House are automatically considered family in the eyes of others and they will be given the House Emblem when they reach puberty (all training regarding the House focus and interests starts at this age, before reaching puberty, children are either instructed to handle some steward-like duties or accompany their parents). However, on the other hand, rivalries within Houses are not unheard of but publicly known grudges or disputes are oftentimes handled by House sentinels to avoid conflict and civil war.
External House Relationships
Most external relationships, either with non-housemembers or housemembers from other Houses, are managed by either emissaries or ambassadors as they are specifically trained to handle such relationships. When regarding allied Houses, it is absolutely forbidden to strike, attack, or provoke House allies and they must be treated as if they were members of the same House. Any such conflict can result in swift punishment. When it comes to rival Houses, however, reactions may differ -- if two Houses are at war, it is not uncommon that they will try to attack or kill on sight once their identities are revealed (because of this, most Housemembers conceal their Emblems). If Houses are at a mutual dislike or simply rivals, it may depend on how the individuals interact or handle the encounter... |
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A War of Houses: House Hierarchy Great House: Information
A War of Houses: Becoming a Housemember
Depending on the demeanor and focus of the House, potential initiates can be determined through trials or events, sometimes of a public nature and sometimes of a more private evaluation. Regardless, only the most worthy are chosen to wear the House Emblem and accepted into their ranks. To become a Housemember is to swear fealty, to devote oneself to the cause of the House, and to bring it honor and/or prosperity. Because the Houses have been around for a thousand years, they are seen as symbols of power and are more likely to withstand the conflicts of the world while all other establishments and names may be erased with the passing of time... House Trials are rare and usually only a handful of individuals are chosen to become the newest additions to a House. Most inheritance is through blood lineage, but in the uncommon case that an outsider is adopted into their home, they must prove themselves worthy to have such a powerful name to make their legacy endure time itself.

Initiation into the House
Steward / Purveyor - Slaves or men and women of service whom wish to dedicate themselves to a Great House may be initiated into the house as a Steward. Stewards perform mundane tasks such as seeing to the housemembers and their horses, cleaning, cooking, laundry, running errands, or anything else requested of them by their masters. Stewards that perform well for many years (usually for one or two dozen) may become selected as a house purveyor. Purveyors, unlike the drudge that stewards are, must show the utmost eloquence, mannerisms, and are very well taken care of as far as servants go. These attendants accompany the more prestigious members of their House and are often kept extremely presentable, garbed in lush silks and fed well. It is not uncommon for purveyors to be taught foreign languages and up-to-date on the most recent popular texts.
Apprentice - Upon initiation into their House, the newest member is branded with the House Emblem and they automatically begin to feel the effects of their Emblem's passive powers. Apprentices are usually regarded as lowly as stewards, however they are not seen as servants and instead as an unlearned mass; they are not considered full-fledged housemembers until they have learned their place in the House, their duties, and how to activate their Emblem. An apprentice may choose which of the four focuses he or she desires to pursue as far as a career in their House -- as a sentinel, operative, emissary, or as a general housemember (which includes crafters, general tradesmen, merchants, scholars, physician, or whatever is appropriate). Apprentices are fed, clothed, and taken care of by stewards, though they are not permitted their own steward. Apprentices are schooled by an individual Housemember of the focus they wish to pursue (for example, by a sentinel for the sentinel focus).
Housemembers
Sentinel - The duties of a sentinel are simple: protect the House, protect the Housemembers. These are often men and women proficient in combat and hardy by nature. Though sentinels of combat-oriented houses are stronger than those of a different focus, they are generally considered the guards and patrolmen of any given House. It is not unlikely that sentinels are used as escorts or bodyguards, but they are never really seen alone, often conducting House business in pairs or accompanying a housemember of a different focus. Sentinels receive their training from the House Weaponmasters and report to them. Sentinels are not permitted their own stewards and are expected to take care of themselves, though they are welcome to the supplies their House has to offer. Food, shelter, and equipment are readily available as they are required, through the House Quartermaster.
Operative - The purpose of these agents varies from House to House, but their general duties often include acquiring information, negociating trade relations, overseeing the functions of their House, and whatever else they must do to keep the House functional on a managerial level. However, some houses are known to have spies, rogues, mercenaries, infiltrators, decoys, and impersonators as operatives in their ranks. Whatever their duty might be, the operative focus is the backbone of any House, enabling them to continue to thrive as they have for the past couple centuries. These housemembers report to and receive their training from their House Quartermaster. Operatives, just as sentinels, are not permitted their own stewards and can access any resources they require through the House Quartermaster.
Emissary - While operatives focus more or less on the internal functions of their House, emissaries are specifically for public relations and external motives. Most emissaries have a background of a mage or cleric but it is not unheard of to have a more street-savvy individual become an emissary. While operatives conduct their work beyond the public eye, emissaries are appointed tasks of a more noticable nature. Handling alliances, negotiations, official messages, or sitting political seats are only a few of the many duties given to an emissary. Emissaries are usually given independent duties by the House Ambassador, but are more or less expected to handle themselves and are allowed to leave and enter the House more freely than other housemembers. It is not uncommon for an emissary to request a sentinel to accompany them while they go about House business, but they are not usually assigned a permanent sentinel. Unlike the other two Housemember focuses, emissaries are permitted a single steward of their choice, oftentimes of the opposite sex. Though the assigned steward is expected to perform his or her main chores, they must also service their appointed emissary as an additional yet mandatory duty. Emissaries must also contact the Quartermaster for any resources from the House's supplies.
Housemember (Miscellaneous) - Those without a specific focus fall under the vague umbrella of the title "Housemember", which may include many different specializations. About 80% of every House has these jack-of-all-trades members, ranging from mercenaries to crafters, skinners to tailors, alchemists to traders -- whatever roles a House needs fulfilled, if they are not categorized under the other three focuses, they are slotted here. Housemembers are permitted to request goods from the Quartermaster, but are not allowed to have their own personal steward. If they require service in the House, they must make due with whatever servants are available.
House Leaders
Weaponmaster - There are usually only two Weaponmasters in any given House. After years of dedication to their House, a sentinel can become selected to a position of Weaponmaster where they can govern over others of their focus. Weaponmasters are chosen for their superior knowledge and abilities in combat as their primary duty is to educate and manage their House's sentinel force. Weaponmasters never directly deal with apprentices and instead task their sentinels to educate the new initiates. Every house leader has their own personal purveyor and is considered lesser or average "nobility" as far as public perception goes.
Quartermaster - There is usually only one Quartermaster in any given House. By proving their usefulness and providing proof of their contributions to their House, an operative has a chance to become the House Quartermaster. The main duty of the Quartermaster is to manage the supplies and supply traffic that goes in and out of the House, as well as orchestrating the operatives and their duties. Quartermasters deal with every and any individual in their House and often know more than one would like. Every house leader has their own personal purveyor and is considered lesser or average "nobility" as far as public perception goes.
Ambassador - There is usually only one Ambassador in any given House. Appointed directly by the housemaster as the greatest representative of their House, an emissary may prove himself worthy enough to become an Ambassador. These important individuals attend only the most demanding meetings, oftentimes associating with royalty or other nobility throughout the two kingdoms. They travel often and are rarely ever within their own House. Ambassadors are assigned two personal purveyors and are considered true "nobility", beneath only the royal families of the two kingdoms and the nine housemasters.
Housemaster
Anything beyond the House Leaders is considered true or high nobility, as they belong to the House Family. There is only one housemaster at a given time and the position is usually either appointed or inherited by through bloodlines. It is rare that a housemaster makes any sort of public appearance, but they occasionally do, depending on the House. It is a true honor to make company with any of these individuals as they carry the legacy of the Great Houses and symbolize (if they are not directly one to begin with) the Chosen originally Ascended by the Old Gods. |
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Adameias Report on Harvesters Library
ADAMEIAS REPORT ON HARVESTER CULTS
Written by Adameias, Scholar of Herrat.
(Player Submitted; Original Author: Athanasius)
The ’Harvesters’ has been a subject of debate as of late amongst me and my colleagues, so I decided one rainy night to start writing a report on these elusive ‘Harvesters’. At first thinking they were just the figments of paranoid magicians’ imaginations, a rather pale excuse as to why the magical creatures of this world were disappearing in such large quantities. Yet through my investigation a rather shocking truth was revealed. Not only are they many in numbers, but they are well also organized within three major sects that continuously (and rather efficiently I must admit) hunt down those of us who still have magic within ourselves. I now recognize that they are a force we should fear as their numbers grows by each passing day and I hope to the gods (be them new or old) that they do not come to consume us all...
Harvesters, the general information:
Harvesters comes from all walks in life, be it noble, hunter, mason, or even just the generic murderer looking for a kick. Their goals might be different yet their purpose is the same; mainly, finding creatures and items that are magical, or of a magical origin. Their methods of obtaining these creatures and items also vary between the different cults, yet violence and abduction is undoubtedly their favourite methods of getting what they want. It is known that some of the harvesters themselves possess magical power, yet those are few and often holding influential/powerful positions within the harvester hierarchy. These men and women should not be taken lightly though, for their way of life isn’t simple, they live for their cause and train rigorously to better themselves. You cannot be unfit and sloppy if you intend to survive long within the mage hunting business.
Harvesters, the cults:
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| The Calebrium - This is probably the largest and most noted cult of Harvesters. Their methods of obtaining items are rooted solely in using whatever means they have available to capture and obtain what they seek, which are magicians and creatures of magical origin. Once you are initiated into the cult you will get The Eye of Calebros is tattooed onto your palm, it looking like a pentagram with an eye in the middle. They are skilled hunters that work in groups of five, often having a ‘detector’ with them, which is someone who has been taught to pick up traces of magic and follow it to its source. Once they have captured their target they bring it to the cults base of operations, often a remote and hidden location. There they remove the creature’s vital organs (mainly the brain, heart and kidney) and through various alchemical methods they then extract the ‘magical essence’ from these organs. This essence is consumed during the ritual of empowerment, where they sit in a ring and chant the holy words of the Calebrium. They believe that through this method they can ascend into a higher form of existence and become powerful creatures of magic once their current bodies die. This also means that they do not fear death as other mortals do, as it will only hasten their ascent into divinity. |
A notable person within the Calebrium is Calebros Calebrium, he has never been seen by anyone but the most trusted of the cult’s members, yet his name is widely known in the underworld as a ruthless person one would never want to be involved with. The cult’s symbol is apparently named after his notorious leader.
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| Kuthul - This cult is also known as ‘Kuthul’s Children’. They aren’t the largest of the cults, far from it. Yet they are feared even amongst the other Harvesters. They are the berserkers, cannibals and hedonists, murderers and rapists, the very people society has turned its back on and do not even dare look at. Their symbol is a red clawed hand holding a gouged bloody eye, symbolising their belief in their act of consumption. The act of consumption is simple, you find someone or something magical, and eat it while chanting the promised words of Kuthul. They do not waste any time and often consume their prey close to the location where they caught it, or in some cases they do not even bother to drag their victim away before consuming them. They are known for even consuming other Harvesters that have shown some sort of magical ability. The goal of the consumption is to take the flesh of the victim into you, and through that gain the victims powers. If this works or not is debated, yet admittedly Kuthul’s Children are powerful creatures that one would be more prone to avoid rather then engage. Even worse is that each and every member of this cult can detect and trace magic. |
The first person that springs to mind when discussions about Kuthul’s Children arise is Menfang. He is one of those persons one cannot help to fear if you possess magic. A ruthless beast of a man who seems to have dedicated himself fully to the consumption, hunting continuously for magical flesh to feed his insatiable hunger, it has been said, though this is just hearsay, but his ability to ‘scent’ magic trails is unparalleled in the Harvester society.
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| Abel - The cult of Abel deals in magical artefacts and trinkets, thinking lowly of the other cults who are still stuck in the ‘old ways’ of consuming creatures to attain magic and whatever else they think they will gain from those barbaric acts. Abel’s goal is to hoard magical artefacts in their lairs, where they then melt or incinerate the magical items, to then through alchemical means turn it into a drinkable liquid. Yes, indeed they are also consumers, yet they do not believe in the magic to be rooted in the soul of creatures, but in objects, as they represent pure magic. They act in the shadows, obtaining their items of interest through murder, burglary or trade. The Abel cult’s members consist of cunning thieves and assassins. The sigils of Abel, that is their mark, is a circle with a dot in the middle. |
Kilik “Shadowgrasp” Neverim, the famous Abel assassin is one of the notable persons in the cult of Abel, simply because he’s very talented at what he does, namely assassination. Bogharn “Gold Thumb” Neverim is equally famous for his ability to track down and find all sorts of magical artefacts and heirlooms.
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| Wormfood - These are the people who wish to join one of the Harvester clans. They try to achieve well so that they might be acknowledged as true harvesters, often through the means of bringing the clans information and various types of gifts. They have not been accepted by any of the cults due to their inability or that they have not yet been convincing enough in their attempts to join. Mostly these people are, as the name suggest, just trash used by the cults to make their lives easier. The Wormfood do not really stand out, that’s one of the reasons why they are just pawns to the cults. |
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After Nothingness, the Creation Myth Library
AFTER NOTHINGNESS, THE CREATION MYTH
Written by Damt Eand, the Worldly Wanderer, Scholar of Herrat.
Our world is very young, but war and suffering has made the years feel long and our hearts old. There is very little written or remembered history to the origins of our beloved world and most have to settle with the old creation legend that came with the Great Teachings of the Five. And if the Five did once exist and walk our world, this is what they said . . .
Before all things, there was the Sea of Oblivion. It was an infinite twilight, a place void of sound, sense, and feeling. Only the Tide existed there and for an eternity, it was calm, cresting and rolling gently against itself in the nothingness of the Oblivion. By some impossible sliver of Fate, a wave in the Tide crashed a fraction harder against another and the collision awoke something in the Tide -- stirring it, as if suddenly roused from a long and quiet sleep, creating the first Tidestorm, a brilliance of light that consumed everything in a violent embrace of color and emotion. Unable to contain the magnificence of the storm, the Sea of Oblivion cracked open and the Tide was released in all directions, spreading light and magic into infinity.
In the unleashed Tide came forth Lothazs, a being of pure enery and emotion that held a shape that no mortal mind could comprehend for she was everywhere and she was an extension of the Tide itself. To help Man better understand, she was instead described as a great serpent that lied herself down into the remainder of the Oblivion and sacrificing herself, became the universe. From her breath came Wind, her tears, Water, her blood, Fire, her bones, Earth, and her womb, Goroth, the Dragon God. With the gifts of his mother, he took a sliver of their essence before they drifted back into the Tide and created the Old Pantheon: first was Roth, then Bamot, then Ziatonuth, and lastly the youthful Taneth. The return of Lothazs's remains to the Tide sprung forth another storm -- Goroth managed to capture the light and contain it, creating the Sun. Roth and Ziatonuth mimicked him and created two moons, Allurai and Umboda (respectively).
Together, the Five created a single planet in Lothazs's Womb; they named it Tur and they individually created planets and stars to surround it and populate the rest of the universe (in the Old Tongue, "tur" translates to "throne").
And so the Age of Creation ended as the Five created timeless beings in their image, the Children (the word for "children" in the Old Tongue has been forgotten, hence their name). The rest of Tur came into place as the Five molded it to please their spawn: Taneth created the land and forests, so they could play. Roth created the sky and clouds, so they could dream. Bamot created the sea, so they could cleanse themselves, and Ziatonuth brought them Fire, so they could fight the cold with warmth. Goroth then created lesser races and beings to serve and protect the Children as the Five left Tur to complete the rest of their universe.
Imperfect and unlike the Children, the lesser races grew envious over time and served the Children reluctantly. It is said that in this time another Tidestorm struck, flooding the universe with emotion. Unable to contain himself, a man named Tassam was driven to commit the first murder -- that of a Child. The lesser races quickly divided amongst themselves, half defending Tassam and the other condeming him. When the Five returned, they were furious -- Bamot, in anger, drove his fist into the earth and cracked the continent into three pieces: the western continent to drift the Children away from these imperfect beings, the eastern for those that recognized the fault of Tassam's actions, and the southern for those that sided with him. Goroth set the southern continent ablaze and the great fire did not cease until there was nothing but sand and stone.
The Five, determined to protect their Children, withdrew to the western continent. For two thousand years, the Five were distant of their mortal creations, seldom answering their desperate prayers when they felt merciful. It was not until the Age of Prophecy they returned, ready to forgive their lesser creations and teach them to become better beings so they may one day have the honor of serving the Children once more... and so rose the Etsphan kingdom and the Desert King was finally chosen.
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Momentarily 139 references in the lexicon exist. |
The World of Tur © 2009-2012. Original artwork credited to their artists, Zarath for Shop/Bank mod, and Rohan for Skin/Lore.
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The World of Tur Fate loves the fearless

CHAPTER III: THE AGE OF BETRAYAL Oracles of the old faith dream of a great storm to come... will you be ready?
CURRENT PLOT TIMELINE
Concerning world plots, it is --
YEAR 1456 AP - ELISTA - MID-SPRING
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