Creatures In Ravenscroft, there are four different categories of creatures. Sentients are self-aware and have complex thoughts. They walk on two legs. Magnificents are other powerful creatures, self-aware, and have complex thoughts. They are any other type of creature besides bipedal. They tend to be larger, such as dragons or Gryphons. Sagaces are more intelligent and smarter creatures but lack complex thought. They tend to be able to be magical familiars. Feras: Normal wild creatures operate primarily on instinct. Humanoids Human: Average male 5' 7", average female: 5' 4" Elf: Slender graceful builds. They tend to have longer hair. Very intune with nature. Their skin, hair and eyes all tend to be lighter colors. Average male: 6' 3", average female: 5' 9" Dark Elf: Exact same as normal elves. The only difference is that their skin, hair and eyes tend to be darker colors. Average male: 6' 3", average female: 5' 9" Umbral Elf: Tall, slender figures. Their skin can really be any color, but tends to be darker shades. They are typically bald and have solid colored eyes, no irises. Umbral Elves are a tall and slender species, with elongated features and a more angular bone structure than other elven kinds. Their skin is typically darker. They are very intune with magic, and see themselves, generally, as apart from others, grander. They are not very friendly, and often become powerful rulers or mages, ruling areas with an iron fist. They are very detached emotionally, seeing others as play things, and emotions something to document. They have an affinity towards the darker side of magic. Very emotionally detached from well.... everything. Average male: 6' 9", average female: 6' 5" Orc: Large muscular humanoids. They are fierce warriors, and even fierce allies. They are very tribe oriented, and generally accepting of others most deem as outcasts. Orcs have massive communities, often containing multiple species, and integrate fairly well wherever end up settling. They tend to have darker and earthier skin tones, such as dark green, brown, red, orange, gray, and other colors. They have two bore tusks. Average male: 6' 9", average female: 6' 5" Dwarf: Excellent craftsmen and cooks. Dwarfs are similar to orcs in that they are very family centered, but unlike orcs, they are much more reserved and pulled away from other species. They like to be surrounded mostly only by other dwarves. They have massive underground villages and kingdoms, and are excellent blacksmiths. They are fierce enemies, but even more loyal allies. Dwarves have a strong sense of code that runs their society. Average male: 5' 4", average female: 5' 2" Goblin: Average male: 4’ 10”, average female 4’ 5” Centaur: Average male: 7’ 8”, average female 7’ 6” Merfolk Hobbit: Average male: 4’ 10”, average female 4’ 5” Dwarf: Average male: 5’ 4”, average female 5’ Fairie: Light skinned, with large feathered wings. They often have brightly colored eyes. Very intune with magic and nature. They are very reserved and don't really like being out around civilization. Average male: 5' 5", average female: 4' 11" Draconian: Average male: 6‘ 8”, average female 6’ 4” Aerians: Winged Humans. Wingspan typically is 10-15 feet Avariel: Winged elves. Wingspan typically is 10-15 feet Dari: Muscular humanoids with ridges of bone along their thighs, back, shoulders, arms, neck and face. They tend to have markings and tattoos across their bodies, and either have brighter, more intensely colored eyes, or solid colored eyes. Also often have unique skin colors, such as blue, orange, etc. But their skin colors are usually more of a muted hue. Average male: 6'. Average female 5' 7" Kyrexi: Kyrexi are an intelligent and regal species of owl-like humanoids, possessing a celestial or otherworldly aura. They are heavily inspired by the demon Stolas. They deeply value knowledge and magic, often with an interest in astronomy and the arcane. They have slender, elegant builds with large, expressive eyes that may have a unique or star-like quality. Kyrexi possess long, graceful limbs ending in clawed hands and feet, and their legs have a subtle reverse curve, giving them a distinctive gait. They are covered in feathers, often with elaborate plumage along their upper arms, shoulders, and head, which might include decorative or ornate elements. Their facial structures are regal and somewhat avian, with a hint of otherworldly charm, and they are generally aloof yet possess a hidden depth of emotion. Their faces are sharp-featured, with piercing eyes that seem to bore into those they encounter. Kyrexi are known for their aloof nature, often coming across as distant or detached. However, this reserve belies a deep sense of intelligence, wit, and magical prowess. They live for hundreds of years, accumulating knowledge and mastering the arcane arts. Regality is inherent to the Kyrexi, and they carry themselves with an air of haughty sophistication. Their attire is always impeccable, reflecting their exquisite taste and wealth. Luxurious fabrics, precious gems, and subtle enchantments are woven into their clothing, making them a feast for the eyes. The Kyrexi often wear garments that accentuate their feathers, allowing them to flow elegantly as they move. Average Male Height: 6'11", Average Female Height: 6'5" Alani: A female only species, very similar to succubi. They tend to have lighter, fairer skin. But like succubi, they have extremely attractive bodies. They have large white feather wings, a wingspan of about 10-15 feet. They can have large horns from their foreheads, about half of them do. They are very in tune with magic. They are very aloof, preferring to spend their time around more intelligent species. They, like succubi and Kyrexi, live to be very old but don't show it in their age. Average female is about 5'8”. Demons: Horned and very hostile humanoids. Their skin tends to be darker and earthier colors, and have either solid colored eyes, or darker colors. They are fierce fighters, and are extremely skilled with dark magic. They have muscular builds. They tend to be very brash and hostile. Average male: 6', average female: 5' 5" Kinnari: Slimmer, smaller demonic beings. They have slim tails and large horns. Kinnair tend to be vicious fighters, and love to scrap. They are a very violent species. Kinnari tend to only have one color, red, with white and black markings. They are extremely agile, something they use when fighting. Average male: 5' 6", average female: 5' 3" Succubui: Succubi are typically depicted as seductive demons or spirits who take the form of beautiful women. They are known for their allure and ability to manipulate emotions, often feeding off the life force or energy of mortals. They may possess otherworldly beauty, captivating eyes, and an aura of sensuality. They are extremely attractive with very sensual bodies. Some have horns, tails, or wings. They live to be very old, but their bodies don't show it. Average Male Height: N/A, Average Female Height: 5'8" Cyjin: Magic users that gave their lives, and soul to dark magic. They are extremely dangerous enemies, and never fight alone. Cyjin always have Blood Knights with them. Cyjin wear dark, flowing robes, heavy boots, and thick gloves. They carry ornate staffs. They wear dark colors. The most unsettling trait about them is their heads, or what's in place of it. Their heads are replaced with grinning, floating skulls wreathed in purple and black flame. Their eyes are solid black with purple pupils. Cyjin talk with hollow, grating voices. They are extremely skilled with magic and are incredibly hard to kill. Most Cyjin will teleport away if close to being killed and will take any surviving Blood Knights with them. When a magic user is transformed from their original species into a Cyjin, they generally retain most of their physical attributes, including height. Alakai Tiefling Anthro Anthro animals can be any species, these are just some of the more common ones. Average male height: 6' 2", average female height: 5' 8" Canine: Akita, Alaskan Malamute, Arctic Wolf, Australian Shepherd, Basenji, Belgian Malinois, Black Lab, Black-Backed Jackal, Blue Heeler, Border Collie, Canaan Dog, Chow Chow, Corgi, Coyote, Czechoslovakian Wolfdog, Dhole, Dingo, Doberman, East Siberian Laika, Estrela Mountain Dog, German Shepherd, Golden Retriever, Gray Wolf, Husky, Hyena, Jackal, Norwegian Elkhound, Pomeranian, Red Heeler, Red Wolf, Rottweiler, Saint Bernard, Shiba Inu, Siberian Husky, Side-Striped Jackal, Spotted Hyena, Striped Hyena, Swedish Vallhund, Timber Wolf Feline: Bengal, Bobcat, Cheetah, Jaguar, Leopard, Lion, Lynx, Maine Coon, Mountain Lion, Ocelot, Panther, Pallas's Cat, Puma, Savannah, Serval, Siberian Tiger, Snow Leopard, Sunda Clouded Leopard, Asian Leopard Cat, African Golden Cat, Eurasian Lynx, Asian Golden Cat Fox: Arctic Fox, Bat-Eared Fox, Blanford's Fox, Cape Fox, Corsac Fox, Evee, Fennec Fox, Gray Fox, Red Fox, Red Panda, Swift Fox, Tibetan Fox, Lombax Ursines: Asiatic Black Bear, Black Bear, Brown Bear, European Brown Bear, Grizzly Bear, Kodiak Bear, Polar Bear, Sun Bear Mustelids: American Mink, European Otter, Ferrets, Fisher, Ocean Otter, River Otter, Stoat, Weasels, Wolverine Lizardfolk: Any lizard species Dragonblood Aarakocra Kenku Kobold Avian: Most birds, but generally birds of prey. These anthro characters have wings emerging from their shoulder blades, as well as separate arms and legs. Wingspan typically 10-15 feet. Hellhounds are identical to wolves except for they are slimmer, and more agile. and their tails are about 2-4 times longer. And their ears are bigger too. They tend to have a mix of light and dark fur, and their eyes also tend to be darker colors. Direwolf: Much more muscular builds than their canine counterparts. They tend to be broadly built, and much more aggressive. Their tails tend to be longer than normal canines, and also have much bigger ears too. Their fur tends to be darker colors, and their eyes also tend to be darker, and deeper colors too. Shadewolf: are a rare and enigmatic wolf like anthro species known for the stark, bone-white skull that naturally covers their face. This skull is not worn—it's a part of them, fused to their anatomy like organic armor. Their haunting visage, with glowing eyes peering from deep sockets, strikes fear and awe in equal measure. They are disliked by most other species, including many anthros. SilverWing: Winged wolves. They tend to have unique markings along their thighs, back, shoulders, arms, and the edge of their face. These patters are completely unique to each SilverWing, though in families there are often semi similar markings. Wingspan typically 10-15 feet. DuneWing: Any sort of winged canine or fox. Wingspan typically 10-15 feet. RedWing: Any sort of winged feline. Wingspan typically 10-15 feet BurnWing: Anthro character note: In the normal world RP, literally any animal can be an anthro character. The animals listed above are preferred for initial character creation; however, if desired, other animal species can be used. Magnificents Seeker: The souls of lost travelers. They wonder the woods and other trails, calling to travelers in a ghostly, sing song voice. Promising safety and rest from their travels. The seekers wear black robes and float above the ground. They are featureless, but have piercing purple eyes. And cary a glowing lantern. If a Seeker is able to kill 5 travelers, their soul is loosed to the Shadow Realm. Travelers killed by Seekers turn into Seekers themselves. Seekers have very strong pull magic, and are an incredibly dangerous foe. Some Seekers choose to stay as Seekers and become expert hunters. If a Seeker is killed, they are reborn a few days later as a Seeker again. Crying Folk: These creatures are rumored to be the souls of those that die in the Shadow Realm. They float in the air, and have shadowy, almost blurry bodies. Their robes drag on the ground. Their faces are the only clear feature on them, but have black eyes, and black streaks of fluid draining from their eyes. Crying Folk are rarely seen in the Light Realm, but when they are, they are always seen near the ruins of ancient civilizations. They only hunt in the shadows and the dark, thus why they are almost exclusive to the Shadow Realm. When they attack, they make horrific screaming sounds, paralyzing their prey. They tend to mutilate their prey, preventing the victim from fleeing. The Crying Folk then slowly consume the still alive corpse. Dragons: Very in size from small lizard sized to massive beasts. They generally are very wise and reclusive, preferring to stay alone. They have many different skills and abilities. Most dragons can speak, and have an inept ability to learn new languages extremely quickly. Most have wings, but not all do. View most other species as lessers. Royal Dragons are a very rare kind of dragon. They have the ability to change into any kind, shape or size of dragon, and inherit that dragons abilities. They are very strong and are extremely difficult to kill. Pyrinhawk: Very large birds of prey, very similar looking to hawks, just much, much larger. They are big enough to carry up to two humanoids. They are solitary creatures, only meeting up to mate. They hunt alone, and are vicious hunters, often mutilating their prey before actually killing it. They are a very intelligent species, able to speak most languages. They tend to prefer humanoid companionship to that of other Pyrinhawks. Though there are sometimes exceptions where Pyrinhawks will form a group. Sagaces Glacier Wolf Stryvn Wolf- These are massive wolves, slightly Wyvern Sphinx Drake Gryphon Pheonix Purgehounds: Massive wolf like creatures. About the size of a medium horse. They are pack hunters, and are extremely inteligent, using different tatics to trap and kill their prey. They always hunt in groups of 3 or more, and operate in large packs. They have a hierarchical system, and are extremely loyal to eachother. They are often used by mages, elves and others to help them hunt dangerous beasts. While Purgehounds are difficult to befriend, they can be fierce allies. A very regal species that picks their fights wisely, and have strong pack ties. Raven: Just significantly smarter and can speak. Typically about 1.5 times bigger. Crow: Just significantly smarter and can speak. Typically about 1.5 times bigger Night Howler: Distorted mismatched creatures that crawl on all fours. Their origins are not well known. They are shadowy, and appear to be a mixture of corpses merged into one. Night Howlers are quiet, stalker hunters. When fighting, they are extremely ferocious and vicious. They are difficult to kill, and even harder to scare off. They only hunt at night and in the shadows. When losing a fight they will try to escape and heal their wounds to fight another day. If they are badly injured or receive severe damage to body parts, they can replace those body parts with those of any dead creature. Undying: Feras Werewolf- creatures that walk on two legs and hunt in packs. Think very simply, in a hive mind of sorts. Not very dangerous unless theres a lot of them. Howlers: Creatures that travel on all fours. They have extremely grotesque misshapen bodies. They have haunting screams, and fight in a sort of hive mind. Howlers are disgusting monsters with heavily distorted humanoid faces. Their mouths typically hang open in silent screams of pain. They are not very dangerous, unless there are a lot of them. Other fantasy creatures are allowed, especially those from Dungeon and Dragons Roles and Factions Roles: Peaceful Adventurer - Individuals who often travel in groups of 3 to 7, going on quests and generally trying to be a help. Often will be employed to help out with things of a larger scheme Assassin - Hired individuals to kill certain people. Bandit - Individuals who rob and steal from travelers and villages, often using violence and intimidation. Barbarian - Fierce warriors who live on the outskirts of civilization, using brute strength and ferocity to take down their enemies. Beast Hunter - Individuals who hunt any kind of Magnificents, Sagaces and Feras. Typically they are hired to fight beasts who have been a nusence or a danger. Typically operate within legal means. Blood Knight - Blood Knights are the personal guard and warriors of Cyjin. Each Cyjin has 4-12 Blood Knights with them at all times. These soldiers are tied by blood to a Cyjin and serve the Cyjin until either they or the Cyjin die. In the case of a Cyjin's death, they either join another Cyjin or strike off on their own. Blood Knights are magically strengthened soldiers. They havw more strength, stanima, durability, health and all over are significantly stronger than mere mortals. As well, their Slate Ore armor is very strong and resilient against magic and blunt force attacks. In the chest plate and back plate are two gems that strengthen the armor and allow it to be regenerated. The gems are on the inside of the armor. With 2 undamged gems, the armor can be regenerated in 4 minutes completely. Dameged or a single destroyed gem will repair much slower. The armor is very lightweight and extremely durable. If the armor is continuously and repeatedly destroyed in a short period of time, the gems will go into cool down and no longer work. Their armor is often steel, black or gray with dark red paint, often resemblig blood painted over their armor. They often have capes, cloakes and/or codpieces. They also often have decorative furs and pieces of bone. Their helmets are always fully closed, often with two large horns. These horns are not decorative and are used for combat, if needed. Each Blood Knight has two gems transplated into their chests. These gems allow the Blood Knights to take withering damage, and to survive. The gems can easily regenerated lost limbs and quickly heal any damage to the body. Two fully working gems can fully heal a Blood Knight in 1 minute. It is extremely hard to kill a Blood Knight because of this. They generally fight with high honor, prefering to fight 1 on 1. But they will fight in groups if necessary, espeically to protect their Cyjin master or allies. Nothing short of decapitation, completely crushing the skull, completely chrushing the chest(and thus breaking both gems), destruction of both gems, sustained and repeated fatal blows will over exert the gems forcing them into a cool down, destruction of the gems, or removal of the heart afe the only things that will for sure keep a Blood Knight down. Druid - Individuals who tap into the power of nature, using magic to heal, protect, and defend the land and its creatures. Gladiator - Individuals who fight for money and entertainment. Extremely ruthless and violent fighters. Guide - Individuals for hire who will guide anyone through dangerous terrain. Usually very neutrual, being loyal to the person paying them Mage Mage Hunter - Individuals who are a lancer, use talisman's and runes to hunt and kill mages. They often use talisman's and runes powered by the mages they have killed to help them kill more mages. Monk - Individuals who fight using hand to hand combat, magic and blunt weapons. Oracle - They involve themselves in no combat and are rarely politically involved. They involve themselves mostly in non combat magic. Very powerful. They are widespread and difficult to find, if they choose. They live in solitary oracle towers which are quite large, more like small cities. Oracle towers are more like a cluster of towers with the oracles beinf the largest. Their supporters, members of Order of the Oracles Eye live there and their families. Oracle towers can teleport. Paladin - Individuals who pledge themselves to a holy cause and fight for that cause Pirate - Sailors who pillage and plunder ships and coastal towns, often with a code of honor among their crew. Poacher - Individuals who illegally hunt Magnificents, Sagaces and Feras, will sell their trophies and other goods for high prices. Raider - Individuals hired without commitments to raid places, take it over and then leave it in control of the faction that hired them. They are often religious fanatics that view combat as worshiping their god, and death in combat as a high degree of honor. They do not retreat unless absolutely necessary. Ranger - Skilled hunters and trackers who live on the edge of civilization, using their knowledge of the wilderness and their marksmanship to survive. They often work alone, tracking and hunting prey in the wild, and may take on jobs as guides or bodyguards. Rangers are adept at moving unseen, using stealth and camouflage to their advantage, and are skilled in wilderness survival and combat. They may have a deep connection to nature and a strong sense of independence. Rogue - Individuals that are free lance, just doing what they want, how they want when they want. They don't really hire out, more of working when it's convient to them. They are ruthless fighters, but since they are unaligned, they have no problem back stabbing people, if it suits them better. Slaver - Individuals who hunt and capture other humanoids and enslave them for various things and sell them. Townspeople - Includes all town jobs and roles Trader Traveling Merchant Treasure Hunter - Treasure Hunter-Individuals who search solely for treasure, wether for personal collections, sale or other. Rarely travel alone. Villager - Includes all village jobs and roles Warrior - Skilled fighters who use their martial prowess to protect their people, lands, or interests. Factions/Cults/Orders/Alliances Order of the Blade- An underground and widespread assassin guild. They are neutral, hiring out to the highest bidder. Their motivations are unknown. Order of the Dragon Claw- Cult of the Dragon- Cult of the Moon Goddess Cult of the Saber Claw Order of the Hooded Robe Cult of the Shadow Goddess- - Cyjin - Blood Knights Order of the Oracles Eye Mages Guild Magic Ravenscroft: High Adventure Medieval Fantasy- Magic and Weapons Magic When it comes to magic in Ravenscroft, it is a widely varying thing. In some regions, magic is commonly accepted, used, and appreciated. In other regions, it is feared and hated. Magic is not a skill able to be gained or learned. You have to be born with magic in your blood. Or, there is blood fusing, a dark art. Blood fusing is the act of taking someone with magic, killing them, and fusing their blood to a non magic user. But that is extremely rare. Users born with magic in their blood can either learn to use and control it, or they may choose (oftenly) to use runes to dampen the magic. When it comes to magic usage, magic users have stamina. The more you use magic, the more stamina you have. But, as well, the more you overuse that magic, the longer it takes to recover, and the harder the fall. If you go over your stamina, it has severe problems for your health. For skilled magic users with large pools of stamina, there is a very thin line between using up all of your stamina and killing yourself as you overtax yourself. Many Fourth Form or higher mages either have a familiar, or a companion. Familiars are wild animals that are able to store magic. Usually a sagace or fera. Companions are intelligent creatures or higher that can store magic. Mages do not need staff or something else to channel or use their magic. All they need is their body to use magic. Oftentimes, staffs are decorated with talismans, runes or other things that are used to increase a mage's ability. Magic users are called mages. Sorcerer, sorceress, warlock, witch, and any other name, in this world is just an alternate name for a mage. Forms of Magic First Form: Basic utility magic, such as lighting fires, cleaning pots, being able to sew clothes, and other menial household tasks. Second Form: Starting to learn healing, blacksmithing, combat, and other more advanced magics. Third Form: Being able to enchant objects, make runes, infuse items with magic, being able to counter other magic users, being able to control all elements, access to forms of Lancing. Fourth Form: Being able to start learning different forms of magic, such as necromancy, dark magic, light magic, divinitation, summoning, transmutation, and arcane. These magic users are able to start becoming serious threats to those around them. Their magic is deadly if not controlled. Fifth Form: Being able to directly control and influence others, gains the ability to self heal, the ability to pause other magic users' use of magic, able to perform much more powerful magic acts, gain mastery of the three basic Forms of magic and intermediate skills of the Fourth Form. They are extremely strong. Sixth Form: The most advanced and strongest form. They are able to briefly slow down time, and have mastery of all forms of magic. They are extremely powerful foes, and their magic is catastrophic if not controlled. Levels of Magic 1- Novice: These are people that have magic, but have no desire to use it, and as such use runes or talismans to dampen their magic. Their magic is harmless. 2- Basic: These users can use magic for most basic household work and other utility work. Their magic can cause minor injuries or problems if not controlled. 3- Intermediate: These magic users are skilled in the first form of magic, and are learning secondary forms of magic. Their magic can be dangerous if not controlled. 4- Skilled: These magic users are skilled in most first and secondary forms of magic, and are proficient at third forms of magic. May be learning early 4th Form magic. Their magic can be deadly if not controlled. 5- Master: These magic users are skilled in first, second, third, fourth, fifth and sixth forms of magic. They are incredibly dangerous and are not to be lightly trifled with. Their magic is extremely deadly if not controlled. Cyjin have the magic ability of a Master. Magic Abilities Someone with magic abilities cannot perform other kinds of magic. Only the magical ability they are born with. The few exceptions are those that are able to use runes to enhance their magic, but just because they can use a rune does not mean they can use any kind of magic. Shadow Lancer- The ability to jump between shadows. The furthest ever recorded was about 400 feet. Most Shadow Lancers can only jump a few dozen feet at a time. Shape Lancer- The ability to take the shape of anything or anyone, and gain that thing or person's ability. For example, Shape Lancing as a mage would give you that mage's magical abilities, memories, everything about them, but you do not retain them once you change forms. Though skilled Shape Lancers can learn to keep knowledge and memories. (Very rare) Shapeshifter- The ability to take the shape of anything or anyone, but you do not gain any abilities they have. For example, if you shapeshifted into a mage, you would not have their magic abilities. Dragon Lancer- The ability to control fire. Frost Lancer- The ability to control water. Dust Lancer- The ability to control earth. Wind Lancer- The ability to control wind. Elemental Lancer- The ability to control the different elements. (Very rare) Lancer magic abilities are semi-common, and for any kind of magic there is, there is a lancing ability for it. If creating a character and wish to have them be a Lancer of a certain magical ability, that's okay. Elemental Runes: Runes associated with the elements (fire, water, earth, air) that can be used to control or summon those elements, or to imbue objects with elemental properties. - Protection Runes: Runes designed to ward off evil, create barriers, or protect against harm. - Healing Runes: Runes that promote healing, restore health, or cure diseases. - Enhancement Runes: Runes that enhance physical abilities (strength, speed, agility) or magical powers. - Binding Runes: Runes used to bind objects, spirits, or even people. - Curse Runes: Runes that inflict negative effects, such as bad luck, illness, or misfortune. - Divination Runes: Runes used to gain knowledge of the future, the past, or hidden information. Marking/Ownership Runes: Runes used to mark objects as belonging to someone or to signify ownership. - Wayfinding/Navigation Runes: Runes used to guide travelers, mark trails, or create maps. - Communication Runes: Runes used to send messages, record information, or create magical communication devices. - Crafting Runes: Runes used in the process of crafting or forging, to imbue objects with specific properties or ensure quality. Power Source Runes: - Focus Runes: Runes that act as a focus for magical energy, allowing a magic user to channel their power more effectively. - Storage Runes: Runes that store magical energy, allowing it to be used later. Conduit Runes: Runes that create a conduit or pathway for magical energy to flow. - Activation Runes: Runes that trigger a magical effect or activate a device. Durability and Usage of Runes: When it comes to runes, there are two kinds of runes. Location Runes: Usually used to provide safety, protection, good fortune, harm, or anything else. They are tied to locations. Utility Runes: Usually are small objects infused with magic, and are carried. They have a wide variety of uses, such as protection, combat enhancement, luck, early alarm for danger, etc. Location Runes: Permanent Runes: These are runes that are tied to specific locations, creating enchanted areas or landmarks. They last forever, unless intentionally removed or destroyed. Temporary Runes: These runes are time bound, slowly fading over time. They are either Time-Based Decay, slowly loosing power over time, or they are Activation Decay, such as traps. Once activated, they have a duration time before fading away. Utility Talismans: When it comes to talismans, they can have literally any ability put into them. For instance, you could find a Discard Talisman with a Sixth Form magic ability in it. It is extremely rare to find any Form's beyond Second Form in a Discard Talisman. Time and Moon Talismans have been seen to have up to a Fourth Form, and Blood Talismans have been reported to have Sixth Form abilities in them. Utility Talismans are typically small, able to fit in the palm of your hand. They are usually carried on a necklace or chain. There is a spell called a Talisman Spell that anyone can do, that will tell the user what magic abilities are on the talisman. Mages will often make and infuse their magic into talismans, selling and recharging the talismans. Dampener Talismans: These talismans are used to stop any use of magic on the wearer. This is mostly used when a magic user doesn't want to use their magic, or hide the fact that they have it. Discard Talismans: These talismans have one magical charge put into them. They are a once time use. They are typically poorly decorated. Time Talisman: These talismans either fade over time, or more commonly, have a certain amount of uses. These talismans can have more magic abilites put into them, thus making them more useful. Look nicer, but isn’t too much effort put into them. Have intercaite veins of Dragon Stone placed in them. The brighter it glows, the more usage it has. As it fades off, it grows dimmer. Once it breaks, or runs out of charge, its useless. Moon Talismans: These talismans have the same principles of Time Talismans, either time limited or usage limited. The unique thing about Moon Talismans is that they can be recharged. They are typically much nicer, and have more thoughtful design. Typically can only be recharged by a magic user. Have intercaite veins of Dragon Stone placed in them. The brighter it glows, the more usage it has. As it fades off, it grows dimmer. If broken, they are useless. Blood Talismans: These talismans are extremely rare. They, unlike the rest, are made by killilng a mage and infusing their blood into the talisman. The talisman, thus gains any abilities that mage had. They are extremely rare, and extremely sought after. They can not be changed once created, but will last unless they are destroyed. Intricately designed. Most were created eons ago during the mage purges, and have been scattered and lost to time. Recall Runes: Recall items have two types, gem runes and item runes. What it does is binds an item to a person. If the person looses the items and calls out, "Recall" or another word of their choosing, the item will appear back into their hand. If it is within 100 feet, it will fly to them, further away and it just teleports into their hand, appearing handle first and materializing from there. There are two types of recalls, recall gems and recall items. Recall Gems: Small gems with recall runes put into them. This is far cheaper and allows the hem to be transferred between different items, but also allows for that item to be stolen easier. Usually put into weapons or staffs. Recall Items: Recall runes are inscribed directly into the item, meaning it can never be stolen. These items can only be transferred ownership if the user dies or undoes the item tie. Recall runes are almost exclusively used for weapons only. Most individuals will be smart enough to have a sort of recall method for all their weapons. Geography&Realms Mortal Realm: The "overworld" Shadow Realm: The reverse of the "overworld". The Shadow Realm is a sort of overlay of the Mortal Realm. In the Shadow Realm, living beings in the Mortal Realm are depicted as white shadows of themselves. They can not be interacted with at all, but they are there. It would take extremely powerful magic to allow that to happen, and a level and skill of magic that few have ever possessed. While the landscape of the Shadow Realm is the same as the Mortal Realm, it's not the same for cities and other man made structures. A building in the Mortal Realm becomes a fuzzy projection in the Shadow Realm. Present, but completely unable to be interacted with. It would take extremely powerful magic to allow that to happen, and a level and skill of magic that few have ever possessed. Light Realm: Similar to how the Shadow Realm replicates the Mortal Realm but is celestial and holy. Inter Realm travel is possible by portals or very powerful spells. When people die in the Mortal and Light Realms, their souls are sent to the Shadow Realm to live a "second life." After death in the Shadow Realm, no one knows what happens to them. There are some theories, but no solid ideas. The sky in the Shadow Realm is a deep, dark red. The weather and climate in the Shadow Realm perfectly mirrors that found in the Light Realm. Geography As for geography, in the world of Ravenscroft, you can find what ever you would want to find. Floating islands, towering mountains, lush forests, vibrant meadows. You can find literally any kind of geography or weather you could want. Weapons and Items Close Range- Small - Knife - Dagger - Axe - Tamohawk - Shortsword - Mace - War Hammer - Scimitar - Hatchet Close Range- Large - Pike - Spear - Poleaxe - Large War Hammer - Longsword - Battle Axe - War Scythe - Morningstar - Halberd - Hooked Scythe - Greatsword - Sword - Halberd - War Hammer - Lucerne Hammer Long Range - Longbow - Shortbow - Recurve Bow - Crossbow - Sling - One Handed Crossbow Magic Infused Weapons Unique items: Dragon Bone- Slate Ore- Black Steel-