Game Play Essentials

Rules & Policies, Role-playing, Classes, Races, Stats, Combat, and things related to playing the game.

Introduction

Things to read before you start playing. Get familiar with the game rules, world lore, and player responsibilities.

Introduction

Policy and Rules

 

INTRODUCTION

The policies on Aalynor's Nexus have been designed such that the majority of the player base can enjoy the game without fear of harassment, being taken advantage of, or being treated unfairly at the same time ensuring that Aalynor's Nexus continues to be a quality role-playing environment.

All players are responsible for reading, understanding, and keeping up to date with the system policies. We reserve the right to change them at any time. Ignorance of these policies is not an excuse for breaking them.

Violation of system policies can be punished in a number of ways, ranging from penalties to the character that commits the offense, to the extreme of removing the offending player from the game.

 

RULES

  1. It is against the rules to use robots or automated scripts of any kind to play this game. These include, but are not limited to scripts which automatically watch your characters or other characters health and cast spells, initiate combat, or any other task that you would reasonably do for yourself. It is permitted to have macros and aliases for commands, but not complex triggers to perform the action for you without explicitly initiating it. If in doubt, don't do it. Using scripts seriously takes away from the level of interactive role-playing that many of our players enjoy -- and there are many other MUDs on the Internet which allow them, we ask that you go there if you'd rather "Script" your way to the top.

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  2. It is against the rules to have more than one character under your control in the game at any one time. This includes temporarily lending a character to another player, for the purpose of having both online. The system considers the owner of a character the one who created and who plays the character. It is against the rules to "hand over" one of your characters to another player. There is an automated task that watches for multi-playing characters. The Gamemasters receive reports on questionable activities and may, at their discretion execute the deletion (after confirming it in the logs).

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  3. It is against the rules to broadcast to the game out of character. You should try to have all your communications in the game done "in character" however, we understand that this is not always possible, and we ask that you prefix any sends, whispers, and says with "OOC:", or use the Osay command, so that others in the environment are aware that it is your player, not your character speaking. (If you need to contact the Gamemasters, make use of the appeal command, prefixing your descriptive statement, once again, with the "OOC:", lest the Gods decide you're bothering them.

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  4. It is against the rules to take advantage of any game flaw that presents you with a bonus that is not justified. Violators of this will find their characters penalized. If you find a problem with the game, you are to report it immediately to the Gamemasters via Discord or the in-game Bug report feature. If you are aware of others cheating by manipulating a design flaw, you are to do the same. (This includes things like amazing weapons and/or shields suddenly dropping where they never dropped before, finding ways to overload your character, abusing special commands, etc).

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  5. It is against the rules to harass any other player. If asked to stop, you are to stop any behavior which could be construed as being offensive. This includes but is not limited to spamming, swearing, private sends, whispers, private actions, requests for personal player information, sexually themed actions, etc. We do not wish any player on this system to feel uncomfortable because of the behavior of others. If you feel you are being harassed and the person in question does not stop after being asked, inform the Gamemasters immediately, through private message on Discord, by appealing. Those that ignore repeated requests from players and Gamemasters to act responsible will be removed from the game permanently.

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    • Along the same lines, it is a violation of policy to make racist or discriminatory comments against any minority or majority group, be it social, ethnic, or otherwise. This includes comments about people's countries, religions, gender, and sexual orientation. People found to be breaking this rule will be severely penalized, or removed from the system permanently.

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    • Further, in an attempt to maintain the system for all ages, we expect the public areas of this game, the OOC lounge, as well as all public IC locations, to be PG-13 in language and sexual behavior. We expect scenes in private to be at the consent of both adult players. We expect that excessive swearing, and other unpleasantries, be avoided in public. Minors are responsible for communicating their age to any player who initiates contact which minors can not legally consent to (sexual RP, etc).

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  6. It is the policy of this system that the deities are immortal beings of immense power and influence in this magic realm. They are akin to the gods of legend and mythology from our own world. They are spiteful, arrogant, and often fickle in their meddling. To raise the ire of a god will certainly mean thy death.. either directly or indirectly. Never forget that the gods are ALWAYS In Character. To address them otherwise would be seen as madness. The gods see and hear almost all that goes on in the world, and the actions of its heroes draws their attention more than it does with mere peasants. (If a deity appears before you, we stress that you remain as "in character" as possible")

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  7. It is the policy of this system and the nature of the magical world that all mortals have free will. All mortals have the ability to make choices, and act on their environment as they see fit. However with Free Will comes Consequence and those that exercise Free Will must be prepared for and accept the Consequence without question. After all, there is no point in doing anything, if there is not a risk of consequence involved. (Being drunk, or having someone else in charge of your character, is an excuse for nothing. From an In Character standpoint, your character's actions still happened as they appeared to. It your own responsibility to protect your character's password.

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  8. Free Will allows you to do anything in the realms. Marry, Divorce, Steal, Rob, Burglarize, Kill, Assault, Tickle, Hug, and so forth. However, your character is accountable for his or her actions in the world. If you Murder or break a law, you can expect to be arrested. Regarding the justice system: If your character is arrested for committing a crime, they are guaranteed a trial, or release, within a 'reasonable' amount of time. "Reasonable" is in this case, defined by the ease at which trial arrangements can be made, with your cooperation. If you get arrested, and then log off for a month, and come back, expecting a trial, you have not been reasonable in aiding to arrange your trial. If we feel a character has been kept in prison, for an unreasonable amount of time, they will be released, and the member of the justice system at fault for the delay, will be disciplined.

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  9. All players must follow the spirit, if not the literal interpretation of these rules. In short, those we will affectionately terms "smart-assess" will quickly find themselves put in place.

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  10. It is against system policy to deliberately disconnect yourself from the game, in order to avoid a death, or other consequence. If you are caught doing this, you will be penalized, severely.

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  11. It is not a tolerable excuse for policy violations, to claim that other players are doing the same. These policies are readily available within the game, and very clear in what they allow. Stating that you know other characters violating the policy, will only get you in further trouble, for not coming forward about the matter.

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  12. We expect that anyone who takes on a position of IC leadership agrees to fulfill certain responsibilities in the areas of communication and ongoing commitment to role-play on the game, as per guidelines set out for these positions.

 

If you have any questions about these policies, or any problems with the system, please send one of the Gamemasters a private message on discord so we can get it worked out.

Introduction

Premise & Alignment

 

Adventurers & Heroes of the Allied Races

The major premise of Aalynor's Nexus is that all player's take on the role of Adventurers and Heroes which have the ultimate goal of protecting Nexus the City of All Races from all enemies, to safeguard the Allied Races and to liberate the Realms.

As such, all character's must be aligned to this purpose. You may however, take on roleplaying against the City of All Races, with the stipulation that you recognize that once you have taken the plunge, the Gamemasters, may, at any time, assume complete control of your character. In rare cases, they will be made a Non-Player Character. In most cases, you have just doomed that character to being deleted from the player files or given Final Death. Players are urged not to take this course but if are they are adamant, they should contact the Gamemasters at, or before, character generation.

In Aalynor's Nexus there is no true system of alignment. Everything is relative to the premise of the game, where you are a Hero whose ultimate goal is to protect the city, and Allied Races, for whatever motivation (perhaps your family was slain by the enemy of the realms? or perhaps you owe a blood debt to someone?)

Your alignment is essentially how you play your character. Does your character care about how they go about accomplishing their goals? Or are they purely focused on the goal? Such questions will tell you how your character is aligned.

Introduction

Roleplaying Basics

 

The Basics of Roleplaying in Aalynors Nexus

Roleplaying in the realms of Aalynor's Nexus is as necessary as it is enjoyable. Indeed, it is the concept upon which the realms are fundamentally based. Aalynor's Nexus is a world in and of itself, with its own races, politics, and religions. Roleplaying is being the character that you created WITHIN the premise of the game. What does this mean? This means that you respect the order and guidelines of the world of Altin and the game. While there is a great deal of lee way in the guidelines for individual direction, there are lines that once crossed, is a role-play no no.

Set in a medieval/fantasy environment, Aalynor's Nexus has neither knowledge nor concern of our modern-day society, and, consequently, none of this society should be taken there. Think of it as an escape, a place where one may step into another world, and, for a time, leave all of his/her 'baggage' at the door. In short, this is not just some 'Hack 'n Slash' MUD, and to be perfectly blunt, if that is all you want, read no further, and seek your pleasure elsewhere. If, on the other hand, you have a heart for adventure, then we look forward to seeing you there - in character, of course!

Every character in the realms has his/her own personality, and ideally every action and utterance made should duly reflect this personality. We realize, of course, that this can be difficult; it sometimes takes a good while before one can flesh out his/her character. It's really only necessary to keep the context of the setting in mind to start ... One's name should befit a medieval environment, and one should act accordingly in this environment. From there, make it up as you go; have fun with it (After all, that is the point, is it not?).

Each character should have a history to explore your character's persona and background more thoroughly. Mundane histories are perfectly fine, not everyone has to be half demon god, a tortured child of evil parents, the soul survivor of a nation, or any of that. Some of the best roleplayed characters grew up in Nexus or Tamlet, and decided to go to Rymek to train. Much more detailed than that, but it demonstrates the normalcy of their history. Nothing wrong with having a grand, sweeping back ground either, but usually they are difficult to role play up too, are forced for a time, then fade away. It's all up to you; your character's life is completely in your hands. Therein lies the freedom, and enjoyment, in Roleplaying. It may seem a bit intimidating, at first, but it's worth it.

To think like your character, we recommend a few things. As we've said before, make a character history. Second, learn the history of the realms. Not all information is on the web pages, ask some of the older hero's for stories. Third, learn about what your race is like in this game. This may seem like a lot, but you'll be amazed at how fast it gets after a little practice. The more IC you stay the easier it will be as well.

There are, of course, instances in which one must make an out of character statement. This is permitted, however every such statement should be proceeded by the abbreviation, 'OOC' (See help 'osay'). This prefix should be used rarely; people who wish to have entire discussions out of character should go to the 'OOC lounge,' by using the 'OOC' command. It should be noted that, while it is permissible to say or send out of character comments, it is against system policy to broadcast out of character (see 'Policies'). The rewards for Roleplaying are great; the penalties for breaking policy are equally, if conversely, grave. Please understand that these rules exist for the sake of our little world, and that of our players' overall enjoyment. They are not meant to daunt or dissuade, merely to guide. Roleplaying is at its best when all participate, and, we think you'll agree, it's well worth the effort.

Introduction

Non-Player Characters

 

NPCs

Non Player Characters, or 'NPC's,' are those characters, usually controlled by the Gamemasters, who exist solely for the purpose of roleplaying, and of advancing the ever-developing plot of our timeline. They range from army generals, to malevolent enemies and ancient dragons; they play important roles in most of the quests and major events of our realm, so keep an eye out... their appearance may signal glad tidings, or imminent doom.

Races, Classes, & Stats

Things to know about when creating a character.

Races, Classes, & Stats

Races

Dark-Elf

History:
Civil war is a familiar thing to the Dark-Elves (Drow). During the first War of the Races they betrayed their own brothers, dooming themselves to the shadows that filled their hearts. This first civil war ended with a mass exodus of the Dark-Elves from the lands of the Elves. Separation from their natural habitat allowed the world to change them, and they grew taller than their Elven cousins. Within the deep caverns of the Underdark there was a second schism, with the Dark-Elves now calling themselves Drow, due to Tilnar’s rejoining the Light. During this second civil war, the race was divided between those who believed they too could banish the darkness from their hearts and those who continued to embrace the evil within them. In the Dark-Elf capital of Sifnalk, the Drow drove out those openly faithful to Tilnar, those who now call themselves Grey-Elves, driving them deeper into the Vein.

Physical Features:
Drow stand a few inches taller than most humans, although they weigh less due to their lithe and graceful nature. Drow skin tone can range from a charcoal black to deep blues and violets. Crimson and violet eyes are most common amongst the Drow, and it is believed that these colors are a result of their powerful infra-vision that sees using heat differentials. Rare and scorned among the Drow are blue eyes, although the Grey-Elves revere these as a return to their previous heritage. Drow hair is silver and white, with occasional hints of blue tones and traditionally kept long even among males. Like their Sylvan cousins, Dark-Elves have pointed ears, although smaller and tucked closer to the head.

Culture:
Because Dark-Elves can live beyond five hundred years, they have a different sense of time than the shorter lived races. Yet, unlike their Sylvan brothers, they do not have the same patience, and they often devote the first few hundred years of their lives in preparation for the constant struggle for power that occurs among their kind. Until recently Drow society was female dominated, however, at the onset of the second civil war several male lead houses were formed.


Sylvan Elves often have scorn their dark brothers, although in recent years they have become more accepting of those who are trying to cast off their hereditary ways. The more traditional Drow have no respect for the Grey-Elves, believing them cowards for trying to embrace peace.


Dwarf

History:
Originally the children of Twilia, the Dwarves took little part in the slaughter of the first War of the Races. Although a people who love battle and physical challenges, they disdained killing what were once friends and allies. Despite their seclusion and pacifism, the formation of the Goblin Hordes brought conflict to them in their mountain home. Most Dwarves at the time lived in a great underground city called Narnek. Well aware of their chances of success and with no patron Goddess to guide them, the Dwarves built a massive gate made of mithril and stone. Their lands fell fast, and when the tunnels to Narnek were threatened, they sealed themselves within the mountain. Many Dwarven warriors were left outside of Narnek on that fateful day, and continued to wage war on the Goblin Hordes in hopes of one day being reunited with their lost brothers.

Physical Features:
Short and stout are two words often heard when defining Dwarves (also stubborn and practical). Standing between four and five feet in height, they are a thick-boned, stocky people who are typically heavily muscled. Dwarven skin tones run from a tanned leather color to an extreme pale, depending on the climate in which they are raised. Dwarven hair can be as black as night, as red as the fire of the forge, or as blond as the morning’s rays and nearly everything in between. However, older clans tend to have more extreme hair colors, with only Dwarves of mixed heritage having simple brown hair. Dwarves tend to braid both their hair and beards, adorning them with beads, ribbons, and even sometimes bones. Dwarven eyes tend to be the color of gems, with brilliant sapphire and emerald colors being the most common. Dwarves possess infra-vision, allowing them to see in complete darkness using heat differentials.


There are considered to be two subspecies of Dwarf: the Mountain Dwarves who trace their ancestry back to Narnek, and the Vale Dwarves who trace their ancestry back to above-ground villages around the area. Mountain Dwarves tend to have lighter skin, darker hair and lighter eye colors, due to the lack of sunlight in their ancestry. Meanwhile, Vale Dwarves tend to have darker skin, lighter hair and more vibrant eye colors.

Culture:
Dwarves belong to huge family units called clans, with 'thanes' at the head of each clan. In truth, each clan is several families who adopt a common last name. Dwarves are extremely proud of their clans and are very loyal to their families. All Dwarves can grow facial hair, including the females, and the length and fullness of a beard are matters of honor and pride among Dwarven males. Female warriors will often grow out beards, but around other races it is not strange to see clean-shaved Dwarven women. This is in contrast to beards of the male Dwarves, where a lack of beard is a great dishonor often only imposed upon those who have wronged their families or committed a grievous crime. Dwarves have a high constitution for alcohol, and are often considered heavy drinkers because of this. Actually, most Dwarves begin drinking ale from the day they can eat solid food. Often competitions of physical prowess dissolve into drinking contents that last for days. The extended lives of the Dwarves give them great focus, and often a Dwarf will spend days working continuously in an effort to perfect a work he takes great pride in. This endurance makes Dwarves master smiths, builders, and gem-cutters.

Besides the Mountain and Vale Dwarves, many other communities were scattered during the sealing of the Dwarfgate. Some communities were entrenched by the Horde, some sealed themselves away from even their own kind, and still some managed to avoid the detection of the enemy. Their descendants vary as widely in complexion, appearance, and culture as humans do.


Elf

History:
The Children of Pandora, the (Light) Elves were divided during the first War of the Races, with nearly half of their number becoming Dark-Elves. Those who stayed true to their Patron have become known as High Elves, Light Elves, or even Sylvan Elves. The patron race of Pandora, the Elves have always stayed near the city of Nexus, occupying the Eldane Forest in their treetop city of Talmet. During the final Goblin invasion, this historic capital fell to the might of the Goblin Hordes, scattering the Elves across the realms.

Physical Features:
Elves tend to be shorter than Humans, and often Elven males stand the same height as female Humans. With thin bones, Elves are naturally more delicate and graceful than the other races, and their features are very delicate and beautiful. Elves have incredibly fair skin, and any complexion darker than milky-white is extremely rare. Elven hair is thick, luxurious, and typically the color of spun gold with amber and honey shades, or silver which they claim is from an affinity for the moonlight. On rare occasion, Elves will have raven-black hair that stands in stark contrast to their pale skin. The almond-shaped eyes of Elves are brilliant blues, greens and stunning hazels. Elves possess remarkable night vision, able to see in moonlight what it requires daylight for most other races to see. Elven ears are elongated, ending in sharp sweeping points.

Culture:
Light Elves have a reverence for nature and the forest that has earned them the name Sylvan Elves. Their ancestral home of Talmet was built among the brow of ancient oaks trees so that the Elves could live more closely with nature. Most Elves do not eat the flesh of animals, and offer the forest a prayer of thanks when cutting down one of its number. Elves are long-lived and have been known to live well beyond five-hundred years. Because of their longevity, Elves are extremely patient and often meditate when trying to make a decision believing that it is better to be sure before performing any action that may have unattended consequences. After the arrival of the Goblin Hordes, however, many younger Elves have started to understand that they cannot afford this luxury if they hope to survive. Traditionally, Elven emotions tend to be subtle, and with minor inflections and actions carrying great weight.


Gnome

History:
The Children of Rudestyle, the Gnomes have always been a peaceful people and are always trying to avoid fighting in favor of celebration. Gnomes have always lived in the region between the mountains and the forests, having an affinity for small woodland creatures that live there. The original Gnomish capital was a small collection of cottages and taverns that was one of the first settlements to be overrun by the Goblin Hordes. Gnomes quickly adapted into Nexus, several workshops dotting the city, as the Gnomish people have a great desire to use their inventions to aid in the war. One of the greatest Gnomish achievements was the creation of the Firecannon which opened up the pathway to Taeviral.

Physical Features:
Gnomes are about the size of Dwarves in stature, although they tend to be less muscular but more bulbous and smooth. Gnomish features tend to be autumn colored, from tanned skin tones to red and brown hair and hazel and almond colored eyes. Gnomes tend to lose the color in their features around middle age when silvers and grays quickly become dominant. Gnomish hair is wispy, although many Gnomes grow long goatees and sideburns.

Culture:
The love Gnomes have for alcohol can be rivaled only by the Dwarves. They also love practical jokes and make amends by often buying the recipient a drink. Gnomes love to work with their hands, from simple crafts to complex inventions. It is extremely typical of Gnomes to invent hair-brained gadgets that many serve no real purpose, often with disastrous results if they do manage to work at all. Gnomes live almost double the lifetime of Humans but with all the time they waste on useless inventions and practical jokes they don’t accomplish much more.


Half-Giant

History:
At the end of the War of the Races, the Giants became a people divided by the energies released from the heavens. The last of the original giants, Storm Giants, or Traenol as they are now called, attempted to aid their degenerated Hill and Stone Giant brethren. Magically fusing the essence of humanity into the Hill and Stone giants, they created a brand new race that inaccurately became known as Half-Giants. That is, Half-Giants are not half Human. Today, the Half-Giants tend to live among their Traenol brothers in Taeviral, although many live within the walls of Nexus as well.

Physical Features:
Half-Giants can stand nearly double the size of a Human, but are more commonly between 10 and 11 feet in height. Proportionally, they resemble Humans very closely, with a slight elongation of the limbs. Due to their Stone and Hill Giant heritage, Half-Giants tend to have earth-toned skin colors ranging from a slate to a light clay color. Their hair and eyes also reflect earth tones, shades of brown, amber, and black as common hair colors, with brown, hazel and green eye colors the most common.

Culture:
Half-Giants are culturally diverse, some with adopting the culture of the Traenol, one of peace and benevolence with reverence for all life. Others are much more Human-like, with rounded philosophies. Some Half-Giants blame the Traenol for their fractured existence, believing the Storm Giants meddled in affairs best left to the Gods. Living at what is considered to be an average lifespan of a hundred years, Half-Giants live at a pace very similar to humans. Their magical transformation left the race slightly intellectually stunted, something many Half-Giants have striven to make up for while others rely on sheer strength to solve what their brains cannot.


Half-Elf

History:
During periods of racial harmony, marriages between Humans and Elves were common place, resulting in increasing numbers of Half-Elves. These numbers grew until the Half-Elf population was so great they could support their own numbers. Although some racial prejudice still exists, Half-Elves are generally accepted in both societies. In recent years, Half-Dark-Elves have appeared, although these do tend to meet fierce prejudice from their Dark-Elven Heritage.

Physical Features:
Physically, Half-Elves tend to be stockier than Elves, while more lithe than Humans. While Half-Elves posses the capacity for a wide range of skin tones, hair color and eye color, they tend to favor their Elven heritage more often. Half-Elves posses the ability to grow facial hair, although it is rarely as full and thick as Human facial hair. Slight points mark Half-Elf ears, sometimes so subtle they are mistaken for full-blooded Humans.

Culture:
Half-Elves posses no real culture, often assimilating into their paternal cultures with ease. Within Nexus, there are neighborhoods with almost exclusively Half-Elf populations, and they are common within Rymek and Rosehelm as well. Although Half-Elves have no patron God, they usually feel a certain affinity for Trista since she has adopted a Half-Elf appearance. Half-Elves can live up to double the span of a Human, nearly two hundred years.


Hobbit

History:
Before the first War of the Races, Hobbits were a peaceful people who lived in a communities with a loose sense of ownership. When the War of the Races started, Hobbits found that their natural light-fingered talents and small size made them perfect thieves. With the death of Plekto, the spirit of these lighthearted people was crushed. Over the following years, however, they restored their sense of frivolity and their capital city prospered. Unfortunately, the Goblin Hordes overtook the Hobbit capital of Brandyshire southwest of Nexus, and although this was centuries ago, no slaves or captives were ever heard from. This gave the Hobbit people even more reason to hate the Goblins.

Physical Features:
Hobbits appear on casual inspection to be Human children. This is because grown adults range from three feet to four feet in height and have soft child-like features. Hobbits are unable to grow facial hair, and only begin to develop gray hair and wrinkles well into their lives. Hobbits have much the same variance in skin tone, hair color and eye color as Humans, only further serving the ability to look like Human children.

Culture:
Hobbits tend to live in the foothills, in communities of underground homes of burrowed earth called 'shires'. They are sharing communities, and although in recent times this has begun to change, Hobbits tend to view possessions as community items. Hobbits, by nature and upbringing, tend to have a very cheerful and curious disposition. Due to their child-like appearances, people tend to protect Hobbits, a fact which infuriates some of the race's more warrior-like members. Because they tend to be half the height of regular men, they have earned the common name of Halfling, although they generally prefer Hobbit as they find Halfling demeaning.


Half-Orc

History:
Virtually unheard of before the first War of the Races, the initial role of Orcs in the war left very few Half-breeds alive. Even in the most peaceful times, cross-breeding between Orcs and Humans, although possible, has been extremely rare. Half-Orcs have only really become more common in recent years, as vast number of Orcs were transplanted into Nexus after the fall of their capital city of Vis’farad. Half-Orcs, unlike Half-Elves, have had to deal with far more racial prejudice from both their Human and Orc parentage.

Physical Features:
Half-Orcs appear to be well-built tall Humans from a distance, and only up close do enlarged bottomed incisors, protruding brows and coarse hair distinguish them from humans. They stand nearly half a foot taller than the average Human. The superficial tusks of a Half-Orc only barely stick out past the lips. Half-Orc skin tends to be darker and thicker than Humans. Half-Orcs have many of the same hair colors as Humans, although it is impossible for their hair to be blond or even a lighter brown due to their Orcish heritage. Half-Orcs tend to have the eye color of one of their parents, but because Orcs and Humans share the same eye colors they are not otherwise restricted.

Culture:
Although they have become more accepted since the mass migration of Orcs to Nexus, Half-Orcs face perhaps the harshest racism of all the Allied Races. They have no real culture to themselves and often have to work hard to be adopted into one of their paternal heritages. Humans tend to view them as ugly savages, while Orcs view them as inferior weaklings. Most Half-Orcs strive to become considered full members of Orcish Culture, but once they are accepted the Human half of their heritage is often ignored. Because of their Orcish blood, Half-Orcs can expect a shorter life span living upwards of eighty years.


Human

History:
Humans have always been the most diverse of races, and both before and after the first War of the Races they developed great empires and city-states that dotted the face of Altin. Four-hundred and seventeen years after the end of the first War of the Races the Humans founded the great Tholmic Empire that would last until the fall of the its capital, the city of Tholm. Tholm was a center of great learning and was filled with ancient and powerful magic. When the Goblin Horde destroyed the city it caused the desert to be filled with perpetual sandstorms due to all the magic that was released. Most refugees made their way to Nexus, where the Alliance of All Races would begin anew. However, the fate of the Emperor and the Tholmic nobility remains a mystery, as none ever made it to Nexus. Only three cities survive of the Empire, Nexus which would once again become the City of All Races, the fishing port of Rymek, and the Rosehelm outpost.

Physical Features:
Humans typically stand between five feet and six and a half feet in height. Their skin can be milky white to a highly tanned bronze. Their hair color ranges from blonds, brunettes, to vibrant blacks and reds. Human eyes can be brown, green, blue and any shade between them. Humans are a very diverse people, incredibly adaptable to their surroundings and their physical features often reflect their environment.

Culture:
Humans are very adaptive, often appropriating cultural norms and values from their surrounding culture. With the addition of so many races to the city of Nexus, Humans have become a melting pot of cultures adopting many new holidays. Humans, despite being the patrons of Andaras, follow every God, and make up the bulk of the faithful. Humans easily out number any other of the races, with adaptability and shorter lifespan being responsible. Humans can live a full century if their health holds up.

 

Ogre

History:
After the first War of the Races, the Ogres' capital could hardly be called more than a simple village in the Crystal Mountains. Little changed over the years with most Ogres having been nomadic and wandering the Crystal Mountains in search of food. When the Goblins first invaded, many Ogres moved to Nexus, becoming known as City-Ogres. Those Ogres who remained in the Crystal Mountains became known as Clans-Ogres. In later years, it was discovered that the Ogre village had fallen to the Goblins, which have since enslaved the Clans-Ogres.

Physical Features:
Ogres stand between nine and ten feet in height, appear as overly large humans with bulbous features. Their skin tones vary from pale yellows to the color of bleached bone. Ogre hair is thin and often tangled, the color commonly blacks and browns, although rarely it can be a forest green color. Ogres have an amazing variance in their eyes, however, some lacking irises completely, while others have vibrant orange and violet irises. As well, some ogres have white pupils, a rare racial anomaly.

Culture:
Ogres are traditionally a nomadic people, although the war with the Goblins have forced them to settle into their new home. Many Ogres continue to live in caves and even the UnderCity, more naturally at home in the dark than the light. City-Ogres have proven themselves able to overcome their dimwitted nature, often associated with their race. Ogres were the patron race of Malakai, often called Malakai the cruel, a trait they tend to share. Ogres tend to be very self centered, and perhaps the most savage of all the Allied Races. City Ogres view their Clans-Ogre brothers with a sense of pity for being unable to resist the Goblins enslaving them. Ogres are short-lived, known to survive for just over fifty years into old age.


Orc

History:
Although the Orcs began on the side of Darkness during the first War of the Races, like Erisar they turned to the Light in time to drive back the Goblins. The Orcs mourned the loss of Erisar, and when he was resurrected they celebrated for a full week. The day of Erisar’s resurrection continues to be an Orcish holiday. Vis’farad, the capital of the Orc nation, fell only days before the city of Tholm, and a great number of its people were captured and made into slaves. However, the passion and devotion these people feel towards their patron protected many of them. Recently Vis’farad, westward of Nexus, has been freed from all invasion forces, with many of its freed people repopulating the once great capital.

Physical Features:
Orcs tower a full head taller than most Humans and posses a much broader frame. Their skin is darker than Humans, a dark grayish brown color. The lower incisors of an Orc are elongated into ‘tusks’ which stick out from protruding lower jaws to end just below the nose. Orc hair is extremely coarse and almost always black, although some have extremely rare deep forest green color hair. Orcish eyes, while the same colors as Humans, are considered by both races to be far more intense. Although once rare, a trait becoming more common with Orcs is black irises, which make it impossible to tell where the pupils begin.

Culture:
Born warriors, Orcs possess a philosophy of living every day to its fullest, which makes them a highly passionate race. Orcish society is based off strength, with leaders chosen from the most able bodied warriors. Wizards and Clerics get special respect among the Orcish people, as few have the devotion to overcome their races natural tendencies towards the physical. Orcs are not an overly pious people, but nearly all Orcs respect if not outright worship Erisar, although there are some followers of other Gods, with Paelina and Tilnar being the most common. Because of an heightened sensitivity to light, Orcs prefer the dark and avoid bright light. The lifespan of an Orc is of only seventy years, a reason most Orcs cite for spending less time developing their mental facilities. Orcs who have had their tusks altered or removed are considered to be insulting Erisar, and shunned by Orcish communities. The Orcs of Nexus and Vis’farad do not speak of the fallen outpost in the Blackwood, and to speak to them about it is considered a great insult. The reasons continue to be vague and unknown, but it is suspected that the Orcs fought a civil war at some point and are still ashamed of brother killing brother.


Renis

History:
Even before the first War of the Races, the Renis people were not numerous due to long lifespans and difficulty in breeding. It was long believed that this race had been driven to extinction during the War of the Races, however, when Tilnar resurrected Arskol, the Renis people made themselves visible to the other races again. They had been living in the ancient libraries, absorbing knowledge, knowing full well that their race was fated to extinction. They returned to their ancestral villages at the foot of the crystal mountains, trading with Dwarves to acquire the crystals they use in magical research. When the Dwarfgate was sealed and many of the Vale Dwarves were slaughtered on the slopes of the Crystal Mountains, most Reni felt great pain at being unable to help. This lesson in humility taught many young Reni that sheer knowledge is not enough.

Physical Features:
Tall and slender people, Reni stand half again as tall as Humans, although they weigh less than Humans. Reni are covered in a luxurious coat of short fur that comes in shades of blues, greens, and shades of grey and occasionally black. Their fur is accented by a long mane of hair which comes in the colors of precious gemstones. It is believed that this trait is a result for their affinity for crystals. Reni ears are long and swept back ending in sever points. Reni are so longed lived that rumor has it that they can live indefinitely if not killed. Some of the oldest Reni scholars date back to before the First War of the Races.

Culture:
It takes five years for a Renis to bear a child, and never have twin Reni been born. Often Renis females die during childbirth, which has caused their already small population to dwindle to dangerously low levels. When a child is born, the Renis community celebrates the birth with a massive feast and sharing of knowledge. Renis children can take up to five years before they are able to walk, but they begin absorbing knowledge from their first day. Renis children tend to focus on tasks, feeling the need to completely understand things. This gives Reni a deep detailed knowledge of most subjects, but they can be very ignorant of the world around them at times.

Historically, Reni use to be sent by the elders on journeys to absorb knowledge of the outside world, and many Reni became traders and minstrels. However, since the first War of the Races, this tradition has faded away and without this conscious effort, most Renis become scholars, with a few studying arcane magic.


Sprite

History:
For thousands of years, the Sprites lived carefree existences flitting about the realms, playing pranks of the larger races and living as free spirits. However, after the first War of the Races, many Sprites began to see the seriousness in the world. It wasn’t until the Time of Darkness and the coming of the Void, however, that Sprites approached the Alliance of All Races and asked to join. The Sprite colonies in the Eldane were destroyed when finally found by the Goblin Horde, and many young Sprites took up a more serious disposition towards the war. The Sprites have had to fight hard to feel accepted within the Alliance, with issues such as the attraction spell creating illusionary sprites that can be killed, creating tension among them and the other Allied Races.

Physical Features:
Sprites stand between 6 inches to a foot in height. They have gossamer wings akin to butterflies, although despite what many believe, these wings do not allow them to fly. Sprites' natural connection to the Weave allows them to levitate, and they use their wings to push themselves around while levitating. The skin tone of Sprites resembles the shades of the sky, pale blues, grays and darker grays. The hair color of Sprites changes with the seasons, although they can choose to keep it a singular color. During the winter it is grey, white or black, while when the first leaves of spring bud it often changes to a soft green, bark colored or blooming lilacs. During the height of summer, their hair becomes either the vibrant color of blooming flowers or the rich green of leaves. Finally, as the fall appears, their hair matches the wide variety of changing leaf colors. Sprites' eyes can be near any color, ranging from simple greens and blues to amazing violets and pastel colors. Their magical connection to the Weave allows sprites to see things that have been magically made invisible.

Culture:
Sprites are fun-loving, carefree and mischievous, loving practical jokes as much as Gnomes. Like Elves they have a great reverence for nature, their communities are often built among the branches of trees or inside of standing deadwood. Sprites are vegetarians, feeling far too much of a kindred spirit with animals to eat their flesh. Sprites posses the ability to magically shrink some items down to their size, however it doesn’t change its weight. Sprites culturally have problems with Trolls and Ogres who have often fallen prey to their practical jokes, and these races' savage nature can cause them to respond by pulling off wings or capturing the Sprites and keeping them in jars. The Sprites have been trying to make amends, but great animosity still remains. Sprites hold a great reverence for Aalynor, for it was from him that they gained the gift of life.


Troll

History:
At the end of the first War of the Races, the Trolls mourned the loss of their god Vrackon, but accepted this hardship as they do all in their lives, as a challenge to be overcome. Some Trolls retreated deep into caves and became devourers of Human flesh, becoming known as Cave Trolls. The rest moved deep in the heart of the Trollmoot, a swampy area within a valley of the Crystal Mountains, where they developed a strict system of honor. They were one of the first races to be overrun by the Goblin Hordes, Trollish Battleslaves being one of the first enslaved races to attack the Allied Races. The Trollmoot is rumored to have survived, due to the advantages the swamp gave them, but suffered heavy losses. No honorable Troll will suffer the indignity of not participating in battle against their sworn enemy.

Physical Features:
Trolls are a massively powerful race, slightly smaller than Ogres in size. They stand between eight and nine feet in height and are more proportionate than Ogres. They have incredibly dense muscular structure, giving them immense natural strength and constitution. Trolls have leathery, tough skin that varies between ash grey and forest green. They posses the standard eye colors, with green and browns being far more common than blue. While Trolls do not grow facial hair, they have quickly growing straggly dark hair that constantly appears wet. Trolls have tusks which vary in appearance, but are a great point of personal pride.

Culture:
During the first War of the Races, some Trolls chose to move deep into caves and devour raw flesh, being twisted into the race known as Cave Trolls. These Cave Trolls are viewed by those in Trollmoot and the surrounding forest as poor rabid creatures who are best put out of their misery. This attitude holds true for those Trollish Battleslaves among the Horde, and no Troll will allow his brothers to suffer that indignity. Trolls posses a strange yet strict honor system and even seemingly innocent comments can cause a Troll to be insulted. Since the beginning of the war many Trolls have tried to reign in their outrage at perceived insults, but this means they wear their honor with no less pride. Exiled Trolls will often have their horns cut off, an act that signifies they are never to be allowed back into Trollish culture. Trolls treat exiled members with pity, and in rare cases will believe it is their responsibility to rid the world of such pathetic creatures. Trolls are an incredibly stubborn and determined race, often considered more so than even Dwarves. Despite a lack of natural ability, there exist several powerful Troll clerics and wizards who have overcome their natural inability though sheer determination and conviction.

 

Goblin (Non-Playable Characters)

Life-force removed from Weave after Thelia's genocide spell

History:
Originally blessed with great culture and beauty, the Goblins are twisted shadows of their former selves. When their patron Goddess Enchantress embraced the Darkness, she used the Goblins as the blunt hammer to start the first War of the Races. When Enchantress was defeated, the Goblins were punished, and what was the most beautiful of all the races were given dark, twisted forms to match their grotesque hearts. However, of all the races affected by the magical fallout of the Godswar, Goblins were perhaps the most dramatic. Having what is referred to as “Tilnar’s Gift” each Goblin is born with a magical gift, most manifesting as increased strength or affinity for magic. Since the Time of Darkness, the Goblins have multiplied and fallen under the leadership of a Goblin King. The Goblin Hordes spread out across Altin like a plague, destroying all in their path. Several Goblin clans, including the Black Hand, the Dying Moon, the Dragon’s Claw, and the Crimson Legion laid siege to Nexus. In a desperate effort to save the Allied Races from the Goblin Hordes, Thelia cast a genocide spell to tear the Goblins life-force from the Weave, ending their existence. 

Physical Features:
Goblins are typically shorter than Humans yet taller than Dwarves, but within their race lies the ability for great variance. Their skin ranges from a light ruddy color to a faded green tone, with the ruling class exhibiting a distinctive gray skin tone. Goblin hair tends to be dark, sometimes obsidian black, to darker shades of orange, blue, or green. Their eyes have no visible pupils and are yellow tones ranging from vibrant amber to pale bone colored. Goblins have sharp rows of canine teeth and slightly pointed ears.

Culture:
Once worshipers of Enchantress, her death caused many Goblins to become faithful to Tilnar, although he has not answered their prayers. It is a widespread belief amongst these Goblins that Tilnar will restore their former glory if they conqueror all the other races. With the formation of the Goblin Hordes and Tilnar embracing the Light, however, devotion to Kyorl has quickly spread though their ranks with the most faithful Goblins converting to the Daemon. The ruling class of Goblins are born with greater power than the common Goblin, using it to keep a tight authoritative reign on the common masses. Little is known about what remains of Goblin culture, but the fear of failing their rulers seems to outweigh their fear of death. Centuries ago, some of the Goblins attempted to leave the Horde, and interestingly these Goblins have less grotesque features than their kin. Goblins once had longer life spans, with some living to be over four hundred years. As part of their punishment, most Goblins would die of old age within forty years, if they manage to survive battles for that long.

Races, Classes, & Stats

Character Classes


Barbarian

You feel no pain in the red rage! The Barbarian of Nexus is brutality incarnate, doing unspeakable things to their enemies through liberal applications of brute force and blunt objects. The Barbarian’s premier ability is Berserk, allowing them to express their most feral impulses into the destruction of all those who stand against them. Although not as adept at tanking as Fighters, the Barbarian is still taught the requisite knowledge to comprehend Circling enemies and to maintain threat. Additionally, the Barbarian may attempt to bash their foes with a blunt weapon at the outset of an engagement, leaving them stunned and dealing damage.

 

Bard

Wandering the land, with their own purpose, bards often spend their lives in search of the arts and the sciences. They are clever and resourceful, the jack of all trades, but the master of none. Bards have the reputation of being skilled entertainers, and are often called upon to recount tales of heroics, legends, and any news they have heard in their travels. Bardic Magic is weaved through the Bard's Song to affect their environment. The Bard gains the ability to shape the magic of the realms through their instruments and singing. Much Bardic Magic has been rediscovered, and much more remains to be discovered for the truly steadfast and relentless wanderer.

 

Cleric

A cleric is the most powerful of the classes in the arts of healing, and a critical component of any successful campaign. In addition to the ability to heal, the cleric can turn the undead, causing massive damage and potentially disintegrating them to ashes. Clerics can also achieve magical powers only bested by a mage, and in some cases can cast spells that even a mage cannot achieve. However, their offensive spell capabilities do not stretch beyond the lower tier spells - their strength lies in their curative abilities. Experience can be earned by healing other players under attack if the mob dies. However, you will have to attack with a weapon to level up any proficiency with those.

 

Fighter

Proficiency. Discipline. Execution. All professions can learn to use their chosen instrument of destruction with adeptness, but none with more devastating effect than the Fighter of Nexus. The quintessential Master-at-Arms, the Fighter’s martial strength is tied inherently to their proficiency with their chosen weapon. Fighters output significant amounts of damage mainly by striking multiple times at higher weapon skill levels. The Fighter is capable of passively Parrying enemy attacks, and at higher levels can riposte for additional damage. Fighters are the premier tanks of Nexus, able to maintain high amounts of threat from enemies with skills such as hamstring and circle.

 

Mage

A master of the magic arts, Mages are the most devastating spell-casters in Nexus. Students of the weave, They martial their elemental skills in the same way Fighters do their weapon skills. What they lack in physical strength and constitution, Mages make up for in knowledge of the realm's magics. Generally preferring to hurl their spells from a distance while covering themselves in magical shields and resists. A Mage can teach low level spells to other players, once the mage has learned them. Mages can also enchant weapons to provide additional damage, which increases at higher Tiers.

 

Monk

The Monk is the master of self-discipline, channeling their inner strength called Chi to both cast spells and for physical feats. Monks prefer to fight with their bare hands and don't use weapons, their deadly hand-to-hand combat skills are enhanced by their Chi. They can attempt to cause grave damage to foes by focusing their Chi on a Touch of Death. Monks can also call upon their Chi to cast basic healing spells, as well as resists and other support spells once learned. They are able to hide, sneak, search, and pick locks, but not as well as Rangers or Thieves. The path of the monk is a hard one, but those few who choose it often experience inner peace.

 

Paladin

The Paladin is a brave warrior of faith, stalwart in their defense of the Allied Races. A mix between a tank and a healer, the Paladin is proficient at both, but an expert at neither. The Paladin can Shield Slam their enemies, stunning them and generating a large amount of threat. Additionally, the Paladin may pray to any gods listening to raise their Piousness for a limited time to increase healing. The undead are an arch-enemy of Paladins, who can Turn them to try inflicting massive damage or potentially disintegrate them to ash. The Paladin can also enchant armor to provide additional protection, which increases at higher Tiers.

 

Ranger

Stealthy and dexterous, the Nexus Ranger prefers to Snipe enemies from afar, ambushing from a hidden location and causing massive damage. They are able Haste, increasing the speed of their actions and movement for a time. The Ranger makes the shadows their ally, able to Hide and Sneak with enviable proficiency. They also excel at searching for hidden exits, monsters, and treasures. This makes Rangers one of the best scouting classes in all of Nexus, and an essential resource during quests. Parties without a Ranger can become helplessly lost, or ambushed.

 

Thief

Masters of the shadows and an offensive powerhouse, the Thief can Backstab foes with Sharp or Thrust weapons for massive damage. A Thief is a very valuable player in any group of adventurers, and in some cases necessary if a lock needs to be picked. Thieves can also Steal from some opponents as their namesake implies, but beware that mobs will protect their pockets fiercely. They are also adept at sneaking and searching for hidden exits, monsters, and treasures. This makes Thieves one of the best scouting classes in all of Nexus, and an essential resource during quests. Parties without a Thief can become helplessly lost, or ambushed.

 

Races, Classes, & Stats

Attributes (Stats)

!WIP! Page needs updating to reflect new balance changes once they are settled on !WIP!

Overview

It is important to consider, when choosing ones statistics, what exactly the numbers mean. Characters are given 50 points to use at first level and the average statistic in each attribute is around 12 (depending on race & class). Humanity is being used as the baseline (in terms of averages), for the point of comparison and clarity.

 

Strength

Your character's strength is a measure of their raw physical power. Strength directly controls how much you can carry. Low strength will cause less damage in non-missile weapons, while high strength yields more damage. The strength statistic is somewhat proportionate, assuming humanity as a baseline, where a Troll would require a higher strength to perform the same feat, and a Sprite could do it with less strength.

A character with low strength below 5 would have difficulty lifting much beyond their own body weight. Someone below 9 strength likely spent more time carrying books and scrolls than weapons and armor. Characters with an average 12 strength can make decent melee fighters with training and carry extra supplies with ease. A strength stat of 20 is that of an athlete who can engage in melee combat with the best of them and often carry more than their weight. While a strength of 30 represents the ultimate human norm, an arm-wrestling champion capable of crushing most foes in melee combat.

 

Intelligence

Intelligence represents your character's ability to comprehend complex structures, visualize the abstract, as well as your general perception of the world around you. Therefore, intelligence influences your ability to search for hidden creatures and objects. Your affinity and ability in magic is strongly correlated to your intelligence. High intelligence increases the mana available to all non-faith magic classes, and grants a bonus to most magical spells.

A intelligence stat under 5 would indicate a slow learner, likely someone who has difficulty reading and conceptualizing, and unable to cast. Those under 9 intelligence can read, but are not the sharpest in mind and will struggle to cast spells half of the time. Someone within the average 12 intelligence possesses fair comprehension skills, is a good reader, problem-solver, and could become a decent spell-caster with proper training. An intelligence of 20 or more represents an individual beyond the norm. Persons in this range are often accomplished linguists, able to speak several tongues, or mathematicians able to fully understand even the more complex spell formulae in their spell-books. An intelligence of 30 is possessed only by those truly rare individuals who are capable of visualizing the most complex of concepts and formulae mentally, and solve equations involving more variables than known quantity. People with this level of intelligence are usually quite learned and able to recite passages from favorite books or plays from memory.

 

Dexterity

Dexterity represents your character's agility. Things such as your sense of balance, the grace and fluidity of your movements, hand-to-eye coordination, speed of movement, flexibility and sometimes, just plain luck, all are considered in your dexterity. Low dexterity lessens your chance to hit with all weapons, while high dexterity increases it (chance is mainly affected by weapon skill). The time to recover from stumbles, fumbles, and movement is based upon your dexterity. As such, dexterity plays a role in your offensive as well as defensive capabilities. The ability to sneak and remain hidden, as well as steal is largely affected by your dexterity.

Characters with a statistic below 5 would be considered accident prone, or the traditional "bull in a glassware shop", should they be members of races larger than the "human-sized" norm. Those with under 9 dexterity are sometimes klutzy and not known for their nimbleness. Characters with average 12 dexterity have a decent sense of balance, hand-eye coordination, and grace. Characters approaching a 20 dexterity are usually excellent dancers, and the mischievous amongst them turn to sleight of hand. A character with a dexterity over 20 is has high flexibility, balance and grace, many of who become clowns, dancers, sleight-of-hand illusionists, cat-burglars or, at least, the darts champion at their local pub. The rare few individuals who attain 30 dexterity are a wonder to behold, as even the simplest motion is infused with a delicate grace. Someone with this amount of agility can walk tight-ropes with relative ease, and often dodge or escape things that would be impossible for others.

 

Constitution

Constitution is the overall heartiness of your character, which is to say, their relative state of health against the ideal. Constitution factors in things like endurance, tolerances, and plain old toughness. As such, a high constitution results in more health while low constitution results in less. One's ability to resist poison, disease and alcohols is based upon their constitution. Constitution also affects the amount your body heals at each interval. The time to recover from some forms of physical attack is based upon your constitution. A low constitution reduces less damage from physical attacks, while a higher stat reduces more incoming damage.

Characters with a constitution below 5 easily catch cold, cannot hold their liquor, and become out of breath performing simple tasks. Those with a constitution below 9 are often considered frail, usually preferring to stay at range from enemies. An average 12 constitution represents that the individual is in good, but not excellent, shape and will still be winded after decent run. A constitution of 20 belongs to someone who can either run a marathon, or is simply of large build, and thereby able to better cope with physical punishment. These people can usually drink most anyone under the table, are almost never sick, and heal faster than most people. A constitution of 30 is the perfect tank, belonging to the heartiest of individuals whose physical tolerances are almost legendary. People with such monstrous constitutions are able to hold their breaths for minutes, drink alcohol as if it were water, are all but immune to natural diseases and can stomach almost anything.

 

Piety

Piety represents several factors: the strength of the individual's will, the strength of the individual's faith, and the amount of divine favor an individual holds. As such, all forms of faith magic are based upon your piety as is the Turning of undead. The rate at which you heal is greatly based upon your piety (using your strong will to clear your mind and rest). Any access to the magical Weave can be improved with greater piety, this includes spells, songs, and other magical abilities. Natural fear is resisted by one's piety, the measure of will-power to resist and comfort one takes in their faith.

Those with a piety below 5 are often susceptible to being mentally manipulated by others and have no true links to their faith. A character with a piety below 9 is no longer a puppet to the will of others, but can lack the will-power to face their fears. Many such people view stubbornness as will-power, or as a defense against their lack of will-power. A character with average 12 piety is a well-adjusted individual, capable of finding solace in their beliefs. A person with 20 piety can have remarkable self-control in the face of adversity, and a deep rooted sense of spirituality. Such people sometimes lead churches, and feel that the god(s) are at least listening to their prayers (if not granting them). An individual with 30 piety is often a highly spiritual one, with the capacity to channel great healing abilities, and possessing an iron will.

One thing that piety is not is a direct relationship to how much faith a person has in the gods. It is more accurate to say it is how much it is possible for them to believe. It represents the character's capacity for believing in the gods much like strength represents your capacity for lifting and carrying items. Piety in this sense is more of an inner strength.

Magic's of Nexus

Things related to the known magic system and spells throughout the realm.

Magic's of Nexus

Healing Spells

All currently known healing spells.

Vigor

Cl
1

Mg
1

Pl
1

Rg
1

Bd
1

Tf
1

Bb
1

Fg
1

Mk
1


Mana used to cast : 2
The vigor spell refreshes its target. When casting the spell, the caster pretends to be throwing a splash of water on the target while speaking the spellchant. The target then feels his exhaustion wash away, and is able to fight with renewed energy. As healing is the province of the gods, like all life magic, Clerics and Paladins excel at casting this spell. Bards, who dabble in everything, are also quite able vigor casters.

 

Mend Wounds

Cl
3

Mg
4

Pl
3

Rg
4

Bd
3

Tf
4

Bb
6

Fg
5

Mk
5


Mana used to cast : 4
The mend-wounds spell causes the wounds of the target to mend, by magically accelerating the body's natural healing process. When casting the spell, the caster pretends to be bandaging a wound on himself while pointing at the target and speaking the spellchant. The target's wounds will begin to knit and close, allowing the target to fight on as the damage becomes a dim memory. As healing is the province of the gods, like all life magic, Clerics and Paladins excel at casting this spell. Bards, who dabble in everything, are quite able casters of this spell as well.

 

Lordewok's Detraumatize

Cl
7

Mg
n/a

Pl
9

Rg
n/a

Bd
11

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 7
Lordewok's Detraumatize, or detraumatize as it is known, is a super-charged version of the lesser spell mend-wounds. The spell calls directly upon the caster's (who must be Cleric, Paladin or Bard) faith to power the spell, drawing into the caster a small portion of the power of their deity. The caster yells their deity's name, and concentrates inwardly upon the power of the their faith. As they do, a visible aura surrounds them, as the strong healing energies fill their being. The caster then need only point their hands at the target, who can be up to three zones away. The target's pain and tiredness are washed away as the spell instantly knits bone and tissue, attempting to render the target whole. As can be seen by the spell's name, this spell was created by the cleric Lordewok, who wanted nothing more than to hone his already superior healing skills in his battle to protect the Realms.

 

Heal

Cl
8

Mg
n/a

Pl
12

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 30
The Heal Spell is the single most powerful application of healing magic a mortal is capable of. While the cost is great, so are the benefits. The heal spell causes it's recipient's body to be completely restored of health and stamina, stopping only in the cure of afflictions. For this reason, people capable of casting the spell as well as devices charged with it are in great demand. To cast, the caster must clear their mind completely, and focus only on the energies they are gathering as they speak the spellchant. The caster will begin to glow from the healing energies, until they touch their target, passing the glow to them. At that point, the target's wounds and fatigue wash away as the energy passes over them. This spell is limited in nature, because it is so demanding of the caster. As such, each caster may only use this spell a few times each day, else risk death, as they attempt to gather energies that their mortal forms cannot handle.

 

Kenlokerai's Renewal

Cl
11

Mg
n/a

Pl
13

Rg
n/a

Bd
16

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 13
Kenlokerai's Renewal (herein referred to as Renewal), is the most powerful unlimited healing spell that can exist within the magical weave and still be castable by mortals. This spell calls directly upon the caster's deity, and their link to the faith. As such, this spell must be cast by Cleric, Paladin, or Bard. The amount of power of this spell is stronger amongst the devout followers of the gods, and even stronger amongst their Chosen. The caster yells their deity's name, and concentrates inwardly upon the power of the their god. As they do, a visible aura surrounds them, as the strong healing energies fill their being. The caster then need only concentrate on bringing the power of the god into their recipient. The target's pain and injury are obliterated as flesh knits, even regrowing lost members if needed, attempting to completely renew the target's body.

Magic's of Nexus

Offensive Spells

All currently known offensive spells.

Hurt

Cl
1

Mg
1

Pl
2

Rg
2

Bd
2

Tf
4

Bb
7

Fg
5

Mk
3

Mana: 2 Range: 3

Mana cost: 3
The lowest level spell of the air realm, hurt can be cast by a first level mage. In casting the spell, the mage focusses his negative thoughts at the target, then waves his hand as if fanning himslf while speaking the spell chant. The air itself then pushes upon the target, causing flesh to bruise, or even bones to break on a more fragile target.

 

Rumble

Cl
1

Mg
1

Pl
2

Rg
2

Bd
2

Tf
4

Bb
7

Fg
5

Mk
3

Mana: 2 Range: 3

Mana used to cast : 3
The rumble spell causes the eart to shake beneath the target, causing the creature damage due to the vibrations of the earth echoing through their system. This spell is the lowest level attack spell of the earth realm. To cast this spell, the mage kicks the ground, hard, while speaking the spellchant. The caster must then close their eyes, and visualize the target shaking. When the caster open their eyes, to completel the spell, their vision will be true. Like most attack spells, however, the energies generated from the casting of this spell must be directed at a target, else they will ground through the caster, harming them instead.

 

Burn

Cl
1

Mg
1

Pl
2

Rg
2

Bd
2

Tf
4

Bb
7

Fg
5

Mk
3

Mana: 2 Range: 3

Mana used to cast : 3
The lowest level attack spell of the fire realm, burn causes a small flame to appear on the target, burning their flesh, and igniting combustable materials. To cast this spell, the caster makes a fist with one hand, thumb inside the fist, then quickly pulls the thumb in an out several times while speaking the spellchant. When the chant is completed, the caster pulls their thumb from their fist a final time, extending the thumb out completely, and then causing the thumb to dance as if it were a small flame. The caster then quickly points the dancing digit at the target, and a flame appears. Guildmaster Fariol is known to use this spell to light his pipe, though he does not recommend this practice amongst less skilled mages. If the caster does not direct the flame in time, it will appear on the caster's thumb, burning them instead.

 

Blister

Cl
1

Mg
1

Pl
2

Rg
2

Bd
2

Tf
4

Bb
7

Fg
5

Mk
3

Mana: 2 Range: 3

Mana used to cast : 3
The spell, blister, is the lowest-ranking offensive spell of the water realm. It causes a sudden movement of the water within the target, drawing it to the surface, inflicting pain and damage. Usually, this spell will cause a painful blister of water to appear on the target's flesh, hence the spell's appropriate name. To cast the spell, the mage speaks the spellchant, while pinching themselves, as if pulling something from within them. The caster then makes a similar pinching gesture in the target's direction to complete the spell. However, the magical energies of this spell, once gathered, must be released. Should the spell not be directed at a target, then it will take it's full effect upon the caster.

 

Dustgust

Cl
6

Mg
5

Pl
7

Rg
7

Bd
7

Tf
10

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 5 Range: 4

Mana used to cast : 7
This spell creates a small whirlwind of stinging sand and dust to surround and strike the target. This spell is the second-tier offensive spell of the air realm. To cast this spell, the caster motions his hands in vertical circles while speaking the spellchant. A small whirlwind will appear around the caster, who must then blow the whirlwind to the victim. If the caster does not do so in time, the whirlwind will engulf him instead of the target... a bad thing to happen in combat.

 

Stone Crush

Cl
6

Mg
5

Pl
7

Rg
7

Bd
7

Tf
10

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 5 Range: 4

Mana used to cast : 7
The spell, crush, short for stonecrush, is the second tier offensive spell of the earth realm. The stonecrush spell causes the surrounding stones and earth to fly at the target, impacting and crushing the target. To cast this spell, the caster holds their hands in front of themselves, staring at them, while speaking the spellchant. As he nears the end of the spellchant, the caster then pulls their hands apart and then grinds them together. Stones in the area will begin to swirl about, waiting only for the caster to direct them to their target. Should the target not direct the stones to the target in time, they will home in on the caster, striking them will the full force of the spell.

 

Fireball

Cl
6

Mg
5

Pl
7

Rg
7

Bd
7

Tf
10

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 5 Range: 4

Mana used to cast : 7
The second-level offensive spell of the fire realm, fireball causes the caster to reach into the fire realm and throw a handful of fiery matter at the target. When casting the spell, the caster's hand begins to glow bright red as they whisper the spellchant. The caster then pulls back their hand as if preparing to throw a stone, at which point the fireball appears in the caster's hand. The caster must then throw the fireball at the target before the red, protective glow fades from their hand, else the destructive energies will strike them instead.

 

Waterbolt

Cl
6

Mg
5

Pl
7

Rg
7

Bd
7

Tf
10

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 5 Range: 4

Mana used to cast : 7
Waterbolt is the second-tier offensive spell of the water realm. This spell fires a wave of cold force, which condenses the moisture in the air into a bludgeoning bolt of water. The target is then pounded by the sheer force of the water, which contains several small ice crystals to compound the damage. In order to cast this spell, the caster puts their hands together, palms outward, with their arms fully extended toward the target. The caster then pulls their arms as far back as they will reach while speaking the spellchant. The cold force begins to gather around the caster, who must then push their arms (and the cold) out toward the target. As with many offensive spells, the timing of directing the force is critical, as the cold will eventually strike the caster should it not be directed outward in time.

 

Shockbolt

Cl
11

Mg
9

Pl
12

Rg
12

Bd
12

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 10 Range: 4

Mana used to cast : 10
This spell, the third tier attack spell in the air realm, causes a bolt of shocking static electricity to be fired at the target. To cast this spell, the caster rubs the sleeve of their robe on their hair while speaking the spellchant. The static built from this rubbing is absorbed into the caster's hand, and can then be fired by pointing at the target. A blue arcing bolt fires, striking the target for moderate damage. It is imporrtant to direct this energy quickly however, as the spell's protection from the magically enhanced static does not last long... Many a young mage has died from the static discharge of not releasing the spell in time.

 

Shatterstone

Cl
11

Mg
9

Pl
12

Rg
12

Bd
12

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 10 Range: 4

Mana used to cast : 10
Shatterstone is the third tier offensive spell of the earth realm. This spell causes the stone around the target to explode, hurling sharp shards of rock at the target, inflicting strong damage upon them. To cast this spell, the caster places their right hand in a fist and opens it most forcefully while speaking the spellchant. The caster then directs the explosive force with their other hand. Should the caster delay too much before directing the force, the spell will ground through the caster, causing the stone around the caster to explode, harming them.

 

Burstflame

Cl
11

Mg
9

Pl
12

Rg
12

Bd
12

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 10 Range: 4

Mana used to cast : 10
Burstflame is the third tier attack spell of the fire realm. This spell causes a fiery explosion to engulf the target briefly, causing the target great harm. To cast this spell, the caster speaks the spellchant, while keeping their right hand turned up, fingers dancing like licking flames while pointing the other hand at the target. Flames will burst from the ground below the target, and engulf the target. The caster is warned to ensure a proper target for the spell, else the spell's effects will ground out at the caster's location, greatly harming the caster instead.

 

Steamblast

Cl
11

Mg
9

Pl
12

Rg
12

Bd
12

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 10 Range: 4

Mana used to cast : 10
The steamblast spell is the third tier offensive spell of the water realm. Steamblast causes a hot jet of water and steam to fire from the the caster to the target, scalding them. Steamblast follows a similar magical principle as Waterbolt, however, the magic that condenss the water then heats it to boiling as it fires at the target. To cast the spell, the caster forces their left hand forward, palm facing the target, while speaking the spellchant, and making a wave motion with the right hand. As the spellchant is completed, the caster's right hand should reach the right, palm open toward the target. As with all attack spells, there is a good chance that this spell will ground out through the caster, should it be miscast.

 

Lightning

Cl
15

Mg
12

Pl
n/a

Rg
n/a

Bd
16

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 15 Range: 4

Mana used to cast : 15
The fourth level spell of the air realm, lightning is a powerful offensive spell. To cast this spell, the caster rubs the sleeves of their robes together while speaking the spellchant. As the chant is spoken, arcs of electrical energy will crackle up and down the caster's arms, and a small cloud will appear within the space around the caster's arms. The caster then speaks the last word of the chant and throws both hands towards the target. Lightning will fire from the cloud into the mage's arms, and then be directed toward the target. If the caster is slow in selecting a target, the electrical energies will ground through the caster, inflicting the full damage of the lightning strike upon the caster.

 

Engulf

Cl
15

Mg
12

Pl
n/a

Rg
n/a

Bd
16

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 15 Range: 4

Mana used to cast : 15
The fourth tier spell of the Earth Realm, engulf is a powerful offensive spell. Casting the spell causes the earth itself to reach up, and engulf the target, causing damage from crushing and suffocation. To cast the spell, the caster mutters the spellchant, while placing the palms of their hands together. As the caster completes the chant, they must then pull their hands apart, palms touching still, and bend all their fingers, and close their hands together. The earth itself will beging to shake, and the caster must then point their closed hands at the target, and open them to direct the spell. As is common with attack spells, if the target of the spell is not quickly identified, the energies will discharge at the caster, causing them a severe penalty in combat.

 

Immolate

Cl
15

Mg
12

Pl
n/a

Rg
n/a

Bd
16

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 15 Range: 4

Mana used to cast : 15
The immolate spell is the fourth tier offensive spell of the fire realm. Immolate causes the target to suddenly begin to blaze, being completely immolated by fire. Mercifully for the target, the spell duration is not long, however, having every part of one's body ignite, even briefly, causes severe damage to the target. The caster speaks the spellchant while bringing their hands together, as fists. As the spellchant ends, the caster opens their hands, keeping the heels together, while motioning their fingers like dancing flames. The caster will then be surrounded by a nimbus of fire, which they must then direct, by pointing anc concentration, out to the target. The flaming sheath flies through the air from caster to target, and adjusts itself for the target's size in flight. Should the caser lose concentration in directing the flight of the sheath, it will return and strike the caster for full effect.

 

Bloodboil

Cl
15

Mg
12

Pl
n/a

Rg
n/a

Bd
16

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 15 Range: 4

Mana used to cast : 15
The bloodboil spell is the fourth-tier attack spell of the water realm. This spell is quite appropriately named, for it causes the ambient moisture and water within the target to begin to heat, and boil, causing immense damage to the target. To cast this spell, the caster begins to shudder, as if having a fit, while stammering out the spellchant. An aura of waterheat begins to surround the caster as the chant progresses. When the chant is completed, the caster points with both hands at the target, who then begins to act in a similar fashion as their internal liquids boil. The caster must direct the waterheat force quickly after summoning it, else the force will penetrate the caster, boiling their blood instead. More than one mage has lost life this way.

 

Lost Spell: Thelia left to cleanse the corruption in the weave as Astaroth's spells were actually damaging it.

Astaroth's Combust

Cl
n/a

Mg
14

Pl
n/a

Rg
n/a

Bd
21

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 30 Range: 4

Mana used to cast : 27
The combust spell is a new offensive spell of the fire realm, fitting between immolate and flamefill. Rather that surround the target with a flaming aura, as does immolate, the combust spell actually causes the target's flesh to spontaneously ignite and burn, requiring less magic (and obviously being less effective) than flamefill. Mercifully for the target, the magical flames extringuish nearly immediately, however, by that time, the damage is already done, as the target's flesh has been horribly burnt. spell is the fourth tier offensive spell of the fire realm. The caster speaks the spellchant while bringing their hands together, as fists. As the spellchant ends, the caster's hands will begin to glow red, (nearly blinding with heat to those who posessess infravision). The caster then fans out his hands, keeping them touching, and a jet of magical energy fires from each fingertip.... When this energy strikes it's target, the struck points spread heat around, until all of the target's flesh spontaneously bursts into flame, oten killing the target.

 

Thunderbolt

Cl
n/a

Mg
16

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 50 Range: 5

Mana used to cast : 40
Thunderbolt is the fifth tier offensive spell in the air realm, and the most powerful known spell of that realm. To cast this spell, the caster speaks the spellchant, while forming and shaping a stormcloud with their hands. As the cloud is completed, and the chant spoken, the caster then drives both hands through the cloud to point at the victim. A massive thunderbolt will arc from the cloud, as directed by the caster's hands, to strike the target. The impact from this spell alone is enough to kill smaller targets, and knock giants from their feet. When combined with the hellish power of the electrical discharge, thunderbolt is a terribly powerful offensive force. Skilled casters of this spell have been known to use it to blast down stone fortresses that are not magically protected in as few as 3 strokes. Casters of thunderbolt are warned to be quick in directing the energies of the spell, as the cloud will discharge soon after its formation, sending the thunderbolt to the nearest target, which is nearly always the caster.

 

Earthquake

Cl
n/a

Mg
16

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 50 Range: 5

Mana used to cast : 40
Earthquake is the fifth-tier offensive spell of the earth realm, and is the most powerful known spell in that realm. Earthquake causes the earth to open up and attempt to swallow the spell's target. While the spell is rarely completely successful, the opening and closing of the magical fault is quick enough to trap a portion of the target, effectively amputating the sections sealed in the earth, often leaving only the target's head behind. To cast this spell, the caster places their hands open and together, quickly opening and closing them as the spellchant is spoken. The earth will then begin to shake, and the caster must then throw their open hands out to direct th earth to the target. Should the caster be slow in directing the energy, the earth will open up beneath them, as if they were the intended target. Fortunately for such mages, clerical magic allows the regeneration of lost members. This spell is often used in seiges, allowing the instant destruction of a fortresses walls in a few quick castings.

 

Flamefill

Cl
n/a

Mg
16

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 50 Range: 5

Mana used to cast : 40
Flamefill is the fifth-tier offensive spell of the fire realm, and is the most powerful known spell of that realm. It is also considered one of the most cruel spells known. Simply put, flamefill completely fills the inside of the target with flames, burning and charring their internal organs. This spell will instantly slay most targets, consuming them in fire as would a funeral pyre, leaving only the most rugged or magically shielded targets alive. To cast flamefill, the mage speaks the spellchant, while wiping their forehead as if very warm. As the spell energies are forming, the caster becomes uncomfortably warm, and just as the spell is about to burn them, they must direct the hellish heat from themselves to the target. The struck target's internal system is instantly filled with flames. Casters of this spell are warned not to wait too long before directing the effects of this spell to the target, as it is often a fatal mistake.

 

Iceblade

Cl
n/a

Mg
16

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 50 Range: 5

Mana used to cast : 40
Iceblade is the most powerful spell of the water realm. This spell causes the ambient moisture in the victim itself to condense and solidify into the form of a large blade within the vitals of the target. As water expands when it freezes, the iceblade will cause the target massive internal damage, from a pierced lung up to completely impaling the victim. To cast this spell, the caster shivers, as if extremely cold, then points at the victim's chest cavity while speaking the spellchant. Frost forms on the caster's fingertips as an invisible bolt of numbing cold strikes the victim. The iceblade quickly becomes visible, usually covered in blood and gore.

 

Inferno

Cl
n/a

Mg
21

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 100 Range: 6

Mana used to cast : 75
Inferno is a sixth-tier offensive spell, existing in the fire realm of magic, and is a word used to scare the mages of the Ivory Tower. Why? Because for all their study of the spell, which sems draconic in origin, they cannot reverse engineer it's formula from the pattern. This spell is the hallmark of Red Dragons, passed to each red by the ancients when they reach a millenia of age. This spell is obviosuly based upon flamefill, with similar effects, save the fire that is generated is equal in power to the breath of an Ancient Red Wyrm. Few targets have ever survived a casting of Inferno, and those that have were magically shielded. In most cases, all the remains after the inferno spell is cast is a charred husk that was once a corpse. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Acidify

Cl
n/a

Mg
21

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 100 Range: 6

Mana used to cast : 75
Acidify is a sixth-tier offensive spell, existing in the earth realm of magic. It, too, is draconic in origin, existing within the dark secrets kept by the Black Dragons. Many a mage has died in experimentation, trying to unlock this spells secrets. Acidify seems to be someone a status symbol amongst the blacks, and is given only to those blacks who have reached 1,000 winters of age. The acidify spell turns the victim's blood to acid, causing their bodies to be destroyed from the inside out. Few targets have ever survived a casting of Acidify, and those that have were magically shielded. In most cases, all the remains after the acidify spell is wretched mass of melted flesh.... As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Thunderstorm

Cl
n/a

Mg
21

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 100 Range: 6

Mana used to cast : 75
Thunderstorm is a sixth-tier offensive spell, existing in the air realm of magic. This spell is an obvious extension of Thunderbolt, creating a larger stormcloud that strikes with multiple, concurrent discharges to the same target. This spell is centuries old, and in the possession of the Blue Dragons, who teach it to those in their number who live 1,000 years. A spell formula for this spell was once duplicated, however, the mage who did so went mad, destroying himself, his research and the entire Ivory Tower of Roviss. Since then, all magi who attempted to research this spell have died by an electrical discharge. It is believed that the Blue Dragons has warded this spell within the weave, however, it is unknown how they may have done so. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Frost Spikes

Cl
n/a

Mg
21

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 100 Range: 6

Mana used to cast : 75
Frostspikes is a sixth-tier offensive spell, existing in the air realm of magic. This fact alone has sparked some debate, as White Dragon's natural affinity seemed to be water spells, however, it became somewhat clear that air was easier to cool than water, and, as such, the more powerful frost-spells are in the air realm. This spell is similar in nature to iceblade, though more cruel. Rather than foucssing on a single body location, this spell causes many frostspikes to be formed within the target's body, cutting thm to ribbons as they tear their way out from the inside. This spell is taught to white dragons in their 1000th winter, and has never been successfully duplicated by a humanoid mage. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Venom

Cl
n/a

Mg
21

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 100 Range: 6

Mana used to cast : 75
Venom is a sixth-tier offensive spell, existing in the water realm of magic. Known only to the Green Dragons, and this spell replaces the target's blood with a stinging, horrible venom, killing the body. (Note: This fact makes all know poison resistances ineffetive, as most of them work in the blood.) Fortunately, the spell is isntantaneous, so that if the initial atatck doesn't kill the target, the target's blood returns to normal. This spell seems to be controlled amongst dragonkind, known only to the old greens, who have seen more than a millenia. All humanoid researchers of this spell have died, horribly, however, that has not stopped more from trying. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Hellfire

Cl
n/a

Mg
25

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 200 Range: 6

Mana used to cast : 100
Hellfire is a devastating use of mana. It falls into the seventh tier of spells, which is a classification magi fear, since such a tier is inacessible to most mortal magi. The spell is obviously within the fire realm of magic. This spell, again, Draconic in origin, is known only by the Ancient Red Wyrm. The hellfire spell reaches beyond the Plane of Fire, into Kyorl's Hells, and focusses these flames into every living cell in the target. destroying them. To date, only the Great Dreaos has been known to have survived the casting of this spell... Targets are so consumed by the hellfire that they are reduced to ash by the spell's instantaneous effect. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Disintegrate

Cl
n/a

Mg
25

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 200 Range: 6

Mana used to cast : 100
Disintegrate is a devastating use of mana. It falls into the seventh tier of spells, which is a classification magi fear, since such a tier is inacessible to most mortal magi. The spell is obviously within the earth realm of magic. This spell, again, Draconic in origin, is known only by the Ancient Black Wyrm. The disintegrate spell uses raw mana to pull a target apart, piece by piece, reducing them to a pile of ash. Historically, only the Storm Giants have ever survived a casting of this spell, and most of them were left with missing limbs and severe injuries. In a few rare cases, the spell's effect destroyed flesh from all around the target, without killing or maiming them. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Ionize

Cl
n/a

Mg
25

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 200 Range: 6

Mana used to cast : 100
Ionize is a devastating use of mana. It falls into the seventh tier of spells, which is a classification magi fear, since such a tier is inacessible to most mortal magi. The spell is obviously within the air realm of magic. This spell, again, Draconic in origin, is known only by the Ancient Blue Wyrm. The ionize spell creates a devastating bolt of lightning and thunder so powerful that most things it strikes are completely ionized (that is to say, torn apart electrically, leaving nothing behind.) The only known survivor of this spell (unscathed, though horribly injured) was an Ancient Silver Wyrm in the War of the Races. Other recipients who have survived have had large parts of their bodies blown away. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Frostbite

Cl
n/a

Mg
25

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 200 Range: 6

Mana used to cast : 100
Frostbite is a devastating use of mana. It falls into the seventh tier of spells, which is a classification magi fear, since such a tier is inacessible to most mortal magi. The spell pattern is so complex, that there is debate wether it is in the air or water realm of magic. This spell, Draconic in origin, is known only by the Ancient White Wyrm. The frostbite spell fills the target with cold energies, attempting to freeze them solid. Not surprisingly, this kills most creatures, only those who are strong enough to resist the magic survive. Survivors of this spell often have a limb shattered soon aferwards, made brittle by the intense cold. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

 

Putrify

Cl
n/a

Mg
25

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a

Mana: 200 Range: 6

Mana used to cast : 100
Putrify is a devastating use of mana. It falls into the seventh tier of spells, which is a classification magi fear, since such a tier is inacessible to most mortal magi. The spell appears to be of the water realm, due to its ability to destroy the body. This spell, Draconic in origin, is known only by the Ancient Green Wyrm. The putrify spell attempts to destroy and rot the target's body, turning them from a living, breathing organism into a putrid and rotted corpse. Not surprisingly, this kills most creatures, only those who are strong enough to resist the magic survive. Survivors of this spell often have end up dying afterwards from blood infections due to dead limbs that remain attatched. As is the case with all draconic magic, the verbal and somantic material componens for this spell are unknown.

Magic's of Nexus

Support Spells

All currently known support spells.

 
Light

Cl
3

Mg
3

Pl
4

Rg
4

Bd
4

Tf
7

Bb
n/a

Fg
n/a

Mk
5


Mana used to cast : 5
The light spell causes the target to begin to glow, radiating a soft light. To cast this spell, the caster concentrates upon the natural aura of the target. The caster then traces the outline of the target while speaking the spell-chant, and a small part of that aura is released, illuminating the room. For this reason, most adventurers fear rooms lit with an eerie red light. The duration of this spell is based upon the level of magical skill of the caster.

 

Curepoison

Cl
1

Mg
1

Pl
1

Rg
1

Bd
1

Tf
1

Bb
1

Fg
1

Mk
1


Mana used to cast : 6
The curepoison spell was designed as a direct result of the sheer numbers of fatalities caused by poison in the Nexus. This spell magically purges any active venom within the target, preventing the victim's slow and painful death from the toxin. It is important to note that this spell does not confer any sort of immunity to future injections of the same poison. The caster of this spell concentrates upon the target's life force, and points at the target, while speaking the spell's chant. Some of the caster's life-force flows into the target, and the venom is purged.

 

Bless

Cl
5

Mg
n/a

Pl
8

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
10


Mana used to cast : 10
The bless spell calls upon divine aid to assist its target in combat. To cast this spell, the caster clears their mind of all extra thoughts and concentrates upon the power of their god, attuning themselves to it. The caster then smiles at the target, and raises their holy symbol towards them. The caster's god then blesses the target, granting them bonuses to hit and to their natural healing rate.

 

Protection

Cl
5

Mg
1

Pl
n/a

Rg
n/a

Bd
5

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 10
The protection spell causes a portion of the target's natural aura to physically manifest around them, acting as a sort of armor. While under the effects of this spell, the target is more difficult to hit, as the aura slows and stops incoming attacks. Casting this spell, the caster gestures as if placing a helm upon the target while speaking the spell-chant.

 

Invisibility

Cl
n/a

Mg
10

Pl
n/a

Rg
n/a

Bd
15

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 15
The invisibility spell is a high-power illusion spell, which causes it's target to fade from sight. To cast the spell, the mage must clear their mind completely, and focus on the surrounding area. The mage must then prick their finger on a small mirror, to have the minute amount of blood required to power the spell. The caster then points the bleeding finger at the target, while closing their eyes with their other hand and speaking the spell-chant. The target's form will shimmer, and then fade to invisibility, while the magic will drain the blood from the wound, essentially healing it. It is important to note that many creatures have sharp senses, and are not fooled by invisibility.

 

Detect-Invisible

Cl
8

Mg
8

Pl
10

Rg
10

Bd
9

Tf
13

Bb
n/a

Fg
n/a

Mk
9


Mana used to cast : 10
Casting this spell allows the target to see the unseen. The target of this spell is granted with a magical sixth sense which can detect invisible targets. To cast this spell, the caster covers their eyes with one hand, then uncovers them while speaking the spell-chant. If the spell is to be directed at a target other than the caster, then the caster must point at the target through the whole process with their other hand.

 

Detect-Magics

Cl
1

Mg
1

Pl
1

Rg
1

Bd
1

Tf
2

Bb
3

Fg
3

Mk
2


Mana used to cast : 5
This spell conveys a new magical sense to its target which overlays with the target's normal sight. This sense allows the target to see the enchantment around a visible item or creature, if such an enchantment exists. To cast this spell, the caster speaks the spell-chant while blinking and touching the target's face in their right hand. The target will then be forced to blink, and will be able to see enchantments when they reopen their eyes.

 

Teleport

Cl
9

Mg
7

Pl
13

Rg
13

Bd
9

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 30
The teleport spell allows quick, indirect movement for the target. When the spell is cast, the target's body and spirit are converted into pure magical energy, which is then carried a distance along the magical winds, and then restored to is normal form and function. To cast this spell, the caster points at the target, while speaking the spellchant. Visible raw magical energy will arc from the caster and surround the target, seemingly destroying them, as their form is converted to magic. It is important to note that travel using this spell is basically allowing yourself to be taken wherever the magical winds blow, and can very literally remove you from the burning flame, only to place you into the dragons' fire.

 

Stun

Cl
5

Mg
5

Pl
9

Rg
9

Bd
7

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 10
The stun spell creates a physical and mental shock-wave which strikes the target, in the attempt to immobilize the target for a short time. To cast this spell, the caster shouts out the spellchant, while gesturing as though shoving the target. The target is struck by a physical wave which stuns the body, and a mental blast which clutters the mind. While under the effects of this spell, the creature is incapable of movement or action, and can be blasted into dirt by other spells, or chopped into pieces by the caster's companions. There is no visible indication of when the creature has recovered however, until it actually takes action, so remember to be cautious.

 

Enchant

Cl
n/a

Mg
1

Pl
1

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 25
This spell infuses a weapon or armor with a magical enchantment. The power of the enchantment is dependent upon the caster's Tier, and it is important to note that no item can be enchanted more than once. When the spell is cast, the target object becomes magically reinforced, increasing it's usefulness. In order to cast this spell, the caster speaks the spell-chant and touches the object. As the spell-chant is spoken, the caster's eyes begin to glow, and that glow then surrounds the object. The glow fades from both the caster's eyes and the object a few seconds later.

 

Word of Recall

Cl
10

Mg
n/a

Pl
16

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 25
This spell, strictly in the realm of Clerical magic, instantly transports the target to safety. To cast this spell, the cleric grips their holy symbol in one hand, while speaking the spellchant. The cleric then need only point at the target, and they will be returned to the safest place in the Nexus... The chamber of the Order of the Healing Hand. While similar in effect to the spell, Teleport, this spell functions entirely differently. When Word-of-Recall is cast, a manifestation of the Cleric's deity (A ray of light for Aalynor, an aura of black fire for Tilnar, etc.) surrounds the target and safely transport the target, along with all carried equipment to the destination.

 

Summon

Cl
15

Mg
15

Pl
18

Rg
18

Bd
18

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 50
The summon spell causes the mage to reach out with their magic and grab a target, transporting them to the caster's location. Similar in origin and function to teleport, when casting this spell, the mage focuses intently upon the target, visualizing them as they send out a magical tendril to reach the the target. The target is then converted to pure magical energy, as in a teleport, but rather than being sent out across the magical winds, they are directed along the magical tendril to appear at the caster's side. This spell will only work upon people who would allow themselves to be summoned and keep their minds open to this spell. Anyone who has a closed mind is unaffected. As the effects of this spell can be very lethal to the target, most people keep their minds closed against it's effects.

 

Fariol's Wizard Walk

Cl
25

Mg
25

Pl
n/a

Rg
25

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 100
Not much is known about this spell. It was co-researched by Fariol (before his untimely death) and Lucis. It requires a Faith Magic component to ensure that the caster does not lose themselves upon the Wizard's Way, and it has no apparent verbal or somatic component. Neither the Wizard's Tower nor the Order of Light are saying much about the inner workings of this spell. [At present there are only two individuals known to have this spell.]

 

Levitate

Cl
4

Mg
4

Pl
7

Rg
7

Bd
6

Tf
10

Bb
n/a

Fg
n/a

Mk
8


Mana used to cast : 10
The levitate spell allows it's target to float in the air, as if it were solid ground. This spell does not, however, convey any horizontal movement, only vertical. Therefore, most levitating characters actually walk along the ground in order to move about. While under the effects of this spell, the recipient need never worry about difficult climbs, as they can simply levitate up. Additionally, pits and other traps are often avoided, as the target will not fall into harm, or will simply glide over the tripwires or pressure plates. To cast this spell, the caster jumps into the air while speaking the spellchant. Before the caster lands, he must touch the target, who will then rise slightly off the ground.

 

Lost Spell: Had nearly been forgotten about over 1000 years ago during the last great war.

Know Auras

Cl
1

Mg
1

Pl
1

Rg
1

Bd
1

Tf
2

Bb
3

Fg
3

Mk
2


Mana used to cast : 6
The know-aura spell allows the target to see the soulauras of all living things, monsters or characters. The recipient of this spell need only look at their target, and they will see the aura surrounding it. blue auras indicate creatures who walk in the light, grey indicate those who walk the line of neutrality, and red auras indicate those who walk in Darkness. It is important to realize that the aura of a creature does not control if that creature is aggressive or not. Also, because all of the gods respect free will, it is not sufficient excuse to kill another character simply because their aura conflicts with your own. To cast this spell, the caster concentrates on their own aura while speaking the spellchant, until they can visualize it. Once they have done so, they need only touch the recipient of the spell.

 

Lost Spell: Had nearly been forgotten about over 1000 years ago during the last great war.

Remove Curses

Cl
5

Mg
6

Pl
7

Rg
9

Bd
9

Tf
13

Bb
n/a

Fg
n/a

Mk
10


Mana used to cast : 18
Remove curse allows the recipient to safely dispose of a cursed item in their possession. To cast the spell, the caster must carefully study the aura of the recipient, attempting to find the link between the cursed item's aura and that of the recipient, while speaking the spellchant. When the link is found, the caster need only wave a hand to sever the link, freeing the recipient. It is important to note, however, that this spell does not prevent the recipient from being cursed again, not even from the same item. Thus, it is recommended the item be disposed of as quickly as possible.

 

Resist Air

Cl
7

Mg
7

Pl
11

Rg
11

Bd
9

Tf
n/a

Bb
n/a

Fg
n/a

Mk
13


Mana used to cast : 20
The resist-air spell causes it's recipient to take less damage from air-based attacks and environments. This spell causes a small magical shell to appear around the recipient, which redirects incoming air energies into the Realm of Frost, where it can dissipate harmlessly. To cast this spell, the caster speaks the spellchant through chattering teeth, while rubbing their arms. When the spellchant is complete, the caster need only touch the recipient of the spell to complete the casting.

 

Resist Water

Cl
7

Mg
7

Pl
11

Rg
11

Bd
9

Tf
n/a

Bb
n/a

Fg
n/a

Mk
13


Mana used to cast : 20
The spell Resist Water enables it's recipient to resist water based attacks and at the same time allowing them to survive hostile water environments.

 

Resist Earth

Cl
7

Mg
7

Pl
11

Rg
11

Bd
9

Tf
n/a

Bb
n/a

Fg
n/a

Mk
13


Mana used to cast : 20
The resist-earth spell protects the recipient from harsh environments and earth-based attacks. This spell causes a small magical barrier to appear around the recipient, which absorbs the harmful energies and redirects them to the Realm of Earth where they can dissipate harmlessly. To cast the spell, the caster pinches their flesh while speaking the spellchant. When the spellchant is complete, the caster need only touch the recipient to complete the casting of the spell.

 

Resist Fire

Cl
7

Mg
7

Pl
11

Rg
11

Bd
9

Tf
n/a

Bb
n/a

Fg
n/a

Mk
13


Mana used to cast : 20
The resist-fire spell causes the victim to take less damage from flame-based attacks. This spell causes a small magical shell to appear around the target, which redirects incoming fire and flame back into the Realm of Fire, where it can dissipate harmlessly. To cast this spell, the caster rubs their hands together, creating friction until they are warm, and then touches their warm hands to the target while speaking the spellchant.

 

Resist Magicks

Cl
9

Mg
8

Pl
14

Rg
14

Bd
12

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 25
The resist-magic spell creates a partial one-way spell barrier around the target. This barrier essentially attempts to break down any spells that strike it from the outside, and dissipate the raw mana into harmless energy. To cast this spell, the mage must speak the spellchant, while deliberately miscasting another spell. The fizzled spell's energy will form the power of the barrier, and as such, the higher the level of the miscast spell, the stronger the barrier. This spell is somewhat similar in function to the ability of sorcerers, however, it is more controlled.

 

NPC Only Spell: Removed from players due to potential abuse and to prevent in-game stalking

Clairvoyance

Cl
8

Mg
8

Pl
9

Rg
9

Bd
9

Tf
10

Bb
n/a

Fg
15

Mk
10


Mana used to cast : 15
The clairvoyance spell allows the caster to focus their consciousness toward another. The caster must close their eyes, and focus on the person they wish to find while whispering the spellchant like a mantra. The difficulty in shunting away the consciousness often causes the spell to fail, however, when it does work, the caster is given a brief glimpse of the area around their intended target, as if the caster was really there. (Which, the caster is, partially, which again proves the complexity of this spell..)

 

Remove Disease

Cl
5

Mg
6

Pl
6

Rg
7

Bd
7

Tf
9

Bb
n/a

Fg
12

Mk
10


Mana used to cast : 12
The remove disease spell purges nearly any disease from the system of its recipient. This spell is actually a customized low power spell combined from the fire and water realms, in which the water portion guides the magics through the recipient's body, to find the infection while the fire purges it from the body. This spell is very painful to the recipient, especially in the case of advanced infection, however it is far preferable to death. It is important to note as well that this spell is incapable of curing extremely virulent diseases, such as plagues. To cast the spell, the caster points at the recipient, and focuses inward, to direct the spell, while speaking the spellchant.

 

Remove Blindness

Cl
5

Mg
6

Pl
6

Rg
7

Bd
7

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 12
The spell remove-blindness is a combination of a magical dispelling effect and a specialized healing effect. The spell neutralizes automatically all known spell effects which cause blindness in the recipient, as well as attempting to heal the victim's eyes. Thus, this spell works against both magical blindness and more mundane blindness (caused by venom-spitting creatures like dark kisses). It is, however, beyond the effects of this spell to regenerate eyes, or to restore eyes that have been severely damaged. To cast this spell, the caster need only speak the spellchant, and touch their own eyes with their fingertips. Should the spell be directed at another recipient, the spellcaster will need to point at the target before the magic is wasted upon themselves.

 

Creature Only Spell: Often used by the undead, magical, or more hideous creatures of Altin..

Fear

Cl
n/a

Mg
n/a

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 15
Not much is known about the inner workings of this spell, since it is only known and used by the various creatures of Altin. The undead seem to have an affinity for this spell, but are not the only monsters by far. The fear spell is an insidious mental attack, in which the caster fills the target's mind with a numbing panic. While the fear has grip on the recipient, the recipient becomes likely to flee from battle, and suffers a penalty to combat, based upon the act of forcing himself to stand before the creatures which their mind has twisted into horrible figures from their worst nightmares. Certain effects will negate fear, such as the Red Rage of Barbarians, or being filled with the Light or the Shadow as Clerics and Paladins who pray often are.

 

Lost Spell: After the now defunct Mages Tower banned the use of this spell over 1000 years ago..

Fariol's Polymorph

Cl
n/a

Mg
10

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 25
The polymorph spell is powerful shaping magic. It allows the caster to change the form of its target, completely, drawing on ethereal energies to fill in the blanks. This in effect, allows its caster to create a lion from a mouse, with the lion having all the physical attributes of a lion (including mass, size, strength, etc).
That said, it should be made very clear that magic of this magnitude is not often seen in a spell of this level. It still puzzles some researchers as to how a relatively inexperienced Mage can cast this spell, yet they can. The major drawback however, is that it is completely uncontrollable. The caster may have an idea for the result in his head, however, it is extremely rare that he will get what he is wishing for (in fact, in game mechanics terms, it is not necessary to specify your intended result, but merely to say it quietly to yourself, only specifying the target of the spell to the game on the command line). The target of this spell can resist this spell, and if they successfully resist, they will most likely be very pissed off.

 

Autumnfire's Attraction

Cl
n/a

Mg
7

Pl
n/a

Rg
12

Bd
8

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 15
Autumnfire's Attraction, or Attraction, was developed by the Wizardress Autumnfire in an attempt to gain more experience. The spell causes a tiny, annoying sprite to appear, and to wander about the area, taunting, until it flushes out a creature. The direct benefit of this is that, under normal circumstances, casting the attraction spell causes one native monster to appear. Unfortunately, sprites are not the most reliable of creatures, and, as such, this spell is subject to a few quirks. The sprites are known to sometimes rebel, give up before completing their mission, or, worse of all, complete their mission too well, enraging several creatures. Casters are advised to be careful in use of this spell. To cast this spell, the mage drums the fingers of their right hand on the air, as if bored, while speaking the spellchant. When the spellchant is done, the mage throws their right hand out, and the sprite appears at their fingertips.

 

Kalishar's Inertial Barrier

Cl
n/a

Mg
9

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 35
The Wizard Kalishar developed the Inertial Barrier spell in an attempt to offset the only true weakness of the mage: their vulnerability to physical attack. The spell causes a specialized, magical, one-way barrier which reduces the inertia of objects passing through it. This has the affect of slowing down incoming attacks, reducing their capacity to cause damage. The barrier has the benefit of diffusing incoming breath attacks as well, as the barrier slows down the substance of the attack. This spell has no effect on purely magical damage, however. To cast the spell, the caster pushes against the air around them, as if against a surface, and as they speak the spellchant, press against it at different points. A blue barrier will appear, and shrink down to fit approximately 3 inches from the caster. As the last word is spoken, the barrier fades into invisibility.

 

Cephas' Surge

Cl
9

Mg
11

Pl
13

Rg
15

Bd
14

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 32
The Wizard Cephas created the Surge spell in an attempt to tap into the powers of faith and the gods to enhance combat abilities of the spells's recipient. This spell, which must be cast by one of faith, causes the power of Light or Darkness to surge into the soul of the recipient, increasing their abilities to cause damage. This strong surge has several side effects on it's recipients: The surge of pure power is too much for a mortal body to withstand, as such, the power of Light or Darkness slowly burns the body of the spell recipient. This wracking effect also leaves the recipient in a state of increased vulnerability to physical attacks, though this vulnerability is less than the increase given. Last, because the mage channels the Light or Darkness directly into the recipient, the recipient's alignment is modified from the experience. To cast the spell, the mage focuses on their faith, until a shimmering beam of Light or Darkness surrounds them, which they then direct at the recipient.

 

Gifford's Resist Poison

Cl
5

Mg
6

Pl
7

Rg
7

Bd
7

Tf
8

Bb
n/a

Fg
9

Mk
7


Mana used to cast: 15
The cleric, Gifford, created the resist-poison spell as a proactive measure against the multitude of venomous creatures in the realms. This spell works on a simple principle, and, is fact, a lesser version of the spell Bloodboil. The spell warms the recipients blood for a time, allowing it to burn away any toxins that are placed into the bloodstream. As such, while under the effects of the Resist-Poison spell, no venom will remain in the bloodstream long enough to harm the recipient of the spell. Against gaseous poisons, such as those of the Green Dragon, or dreaded Green Glowing Mouse, the spell fortifies the victim, reducing damage greatly against the insidious attack, the exact amount of protection is based upon the constitution of the recipient. To cast the spell, the caster needs to cut their finger slightly, so that a drop of blood will well up, which begins to blister and sizzle as the spellchant is spoken. The caster then need only touch the blood to the recipient. It is important to note that this spell will not protect against existing poisons in the bloodstream at the time of casting, due to its simplicity. That very simplicity, and the amazing popularity (and wide-spread release) of the spell led to it being duplicated by several mages and clerics nearly a year after it's origin. The Clerical Sanctuary and the Ivory Tower's Advanced Scroll Shoppe now both carry copies of this spell, made from the other sources. Adventurers have commented that Gifford's version of the spell is more comfortable ("It doesn't make you feel like your blood's on fire." being the most common comment), however the makers of all duplicate versions claim that there is no magical difference between the their spell and the original.

 

Gifford's Resist Disease

Cl
6

Mg
7

Pl
8

Rg
8

Bd
8

Tf
9

Bb
n/a

Fg
10

Mk
8


Mana used to cast: 18 The cleric, Gifford, created the resist-disease spell on the heels of the success of his previous spell, resist-poison. Resist-disease, like resist-poison, is a proactive measure against the multitude of disease-carrying, infectious creatures in the realms. With his past experiences in studying blood, Gifford's new spell magically "thickens" the blood, filling the blood with magical antibodies that scan the victim's system, and then proceeds to fight off any living foreign agent injected into the bloodstream. As such, while under the effects of this spell, no infection will live long enough in the bloodstream to harm the recipient of the spell. Against the dreaded attack of pestilence, the spell fortifies the victim, reducing damage greatly against the attack, the exact amount of protection is based upon the constitution of the recipient. To cast the spell, the caster needs to cut their finger slightly, so that a drop of blood will well up, which begins to coagulate as the spellchant is spoken. The caster then need only touch the blood to the recipient. It is important to note that the magical antibodies will not react to existing infections within the system, and as such, offers no protections against a disease already in the recipient at the time of casting. This spell caught on like wildfire, becoming nearly as common amongst those capable of casting it as spells such as vigor, mends-wounds or light. Because of its immense popularity, this spell was copied by several individuals in the realm, who also sell copies of the scroll - now available at both the Clerical Sanctuary and the Advanced Scroll Shoppe. Purists note that Gifford's version of this spell is more elegant than the duplicates, though they all function well.

 

Lordewok's Resilient Aura

Cl
7

Mg
8

Pl
9

Rg
9

Bd
9

Tf
11

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 18
The cleric, Lordewok, created the resilient-aura spell as a proactive measure against the multitude of acid-wielding, equipment-damaging creatures in the realms. This spell essentially creates a protective aura around the recipient of the spell, which magically shields their equipment from damage not only from acid and dissolving attacks, but also protects from the standard, gradual damage that eventually destroys even the finest equipment... To cast the spell, the caster mutters the spellchant while rubbing a small block of wax on their weapon or armor.. The wax will melt, and the magic will surge, covering the caster with a violet aura... The aura can be directed at a recipient by touching the wax-block to their armor or weapon, and the aura will flow from the caster to the recipient. The spell's protection isn't quite perfect, however, and a few acid-attacks have been known to penetrate it, however, it still seems to be well worth the cast.

 

Lost Spell: Not well known even during the last great war and seems to have slipped into the passage of time.

Darkness' Pacify

Cl
8

Mg
9

Pl
11

Rg
8

Bd
12

Tf
12

Bb
n/a

Fg
n/a

Mk
15


Mana used to cast: 12
The arch-mage Darkness created the pacify spell as a way of dealing with unruly monsters who were attempting to eat him while he was otherwise engaged. By casting this spell, the caster attempts to calm a monster, causing it to forget all about attacking people, and sit for a moment, at peace with itself. In analyzing the spell, it has shown that rangers have a natural affinity for the spell, and seem to be the most able class at casting it. Also, the spell is capable of affecting magic-resistant monster, however, the odds of a successful cast against such a beast are minimized. The spell has a side effect, which is that if the spell fails to calm it's target, the magic will backlash, and enrage the creature instead. The spell is also ineffective against an injured creature. To cast the spell, the caster hums gently while rocking their arms cradled before them. The caster then speaks the spellchant, and directs the spell at the target by pointing.

 

Lost Spell: Thelia left to cleanse the corruption in the weave as Astaroth's spells were actually damaging it.

Astaroth's Vampirism

Cl
17

Mg
12

Pl
23

Rg
23

Bd
20

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 22
The wizard Astaroth gained the magical knowledge for this spell in exchange for a soul he purchased and traded with Tilnar. The Vampirism spell drains the life from it's victim, and places that life into the caster. The spell is not perfect, and as such, some of the stolen life does not reach the caster, however, the more skilled the caster, the less life-force lost. The spell, obviously, cannot work against the undead, and casting the spell is an evil act. In fact, the greater the affinity for evil, the greater the power of the spell. Casting the spell also marks the caster's soul with the dark act, pulling them away from the Light. To cast the spell, the caster puts the fingertips of their left hand on their neck, as if checking for a pulse, while speaking the spellchant. A dark aura will surround the right hand, which must then be directed at the desired target. There is an occasional side-effect when a victim of this spell dies, that they rise as an undead Nightwraith. Unfortunately, there seems to be no way to remove this effect from the spell.

 

Lost Spell: Thelia left to cleanse the corruption in the weave as Astaroth's spells were actually damaging it.

Astaroth's Mana Drain

Cl
17

Mg
12

Pl
23

Rg
23

Bd
20

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 25
The wizard Astaroth gained the magical knowledge for this spell in exchange for a soul he purchased and traded with Tilnar. The Mana-Drain spell drains the mystical energies from it's victim, and opens a conduit between the caster and the victim, as the caster tries to leech away as much of the energy as possible before it dissipates. Obviously, the spell is not perfect, and as such, much of the stolen mana either dissipates, or is locked into the maintaining of the conduit itself. However, the greater the caster's skill, the less mana is wasted. This spell has difficulty against monks, draining less chi than it would mana from a normal source, due to the monk's internal discipline. Also, the spell does convert chi into mana, although this is a somewhat inefficient process. The casting of this spell is an evil act, although less so than vampirism, which means the modifications for and to one's status with the Light are lessened. To cast the spell, the caster puts the fingertips of their left hand on their forehead, and concentrate on their victim. A violent conduit of energy will appear between caster and victim when the last word of the spellchant has been uttered.

 

Tra'nis' Disrupt Magic

Cl
n/a

Mg
18

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast : 40
[Archivist's Note: The description for this spell is based upon conjecture, from having studied what could be gained from the spell pattern in the weave, and from seeing it's effects, as we do not have the magical formula for it.]
The Disrupt-Magic spell was researched, it is believed, by Tra'nis, the Goblin Archwizardress, along with a council of the most powerful Ancient Wyrm of Chromatic Scale in the realms. [Note: From the spells pattern, it is definitely Tra'nis' spell, her signature is quite obvious in the pattern. It would also appear that one of the Silver philosopher's stones was used in it's creation...] Disrupt-Magic was a natural expansion of the spell she researched to weaken and disrupt the barrier around Nexus, and is more sinister. Like the Anti-Barrier spell, Disrupt-Magic fires essentially a bolt of unfocused mana, which strikes the target. [Note: Unlike what was originally thought, the amount of mana thrown by this spell is no less than the anti-barrier spell. With all of that raw mana directed at but a single target, rather than the Great Barrier, the effects and consequences are devastating....] The spell disrupts the enchantments protecting the target, the raw, negative mana unwavering the some (or all, when cast by a powerful caster) the spells that people carry to keep themselves safe. [Note: A truly horrible spell, and since it doesn't target specific enchantments, there is no conceivable way to shield against it!] The spell savages and tears apart the magical weaves around the target, killing the spell. [Note: So far, this spell has only been seen cast by Dragons, and thus, no knowledge of the somatic or verbal components is known, due to the Dragon's affinity for magic, and ability to ignore such needs.]
[Thelia's Note: I would advise all citizens to be careful. This spell is obviously complex, but it will trickle down the ranks of the hoardes. Thus, always be careful when fighting something affiliated with the Goblins...]

 

Darkness' Reflection

Cl
21

Mg
17

Pl
n/a

Rg
n/a

Bd
25

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


Mana used to cast: 75
The reflection spell, researched by Darkness, is an amazingly powerful spell. The spell reflects back to it's source a percentage of an incoming attack, doing so even before other resistance spells reduce the remaining damage. Powerful spellcasters can easily reflect back over half the damage received, making this a most potent spell. Once cast upon a recipient, the spell draws it's power from the recipient, meaning that those classes better suited for magic will hold a stronger shield than those who are not. Of course, as this spell absorbs all incoming damage, it can create a shield-war between two people with this spell active, either destroying the weaker shield, or simply bouncing the damage back and forth until it is dissipated. To cast the spell, the mage concentrates, and performs the complex gestures involved twice, once normally, and then as a reflection of themselves. If not performed properly, the spell will fail. During the second gesturing, the mage speaks the chant backwards, and the shield-energy surrounds them, to be directed at the target with a touch.

 

Lost Spell: Thelia left to cleanse the corruption in the weave and took knowledge of this spell with her.

Thelia's Barrier Bind

Cl
22

Mg
20

Pl
n/a

Rg
n/a

Bd
n/a

Tf
n/a

Bb
n/a

Fg
n/a

Mk
n/a


The function and purpose of this spell is unknown at this time. All that is known is that it appeared in the weave recently, and thus, it's name could be determined. Other than that, nothing of this spell in known. A team of magi are looking at it's pattern now, however, and the only thing they know is that the spell used blood magic.

 

Thelia's Dodge

Cl
n/a

Mg
19

Pl
n/a

Rg
18

Bd
22

Tf
15

Bb
n/a

Fg
n/a

Mk
18


Mana used to cast : 25
The Archwizardress Thelia created this spell to repay a debt to the thief Garpenlov. This spell calls upon the natural dexterity and limberness of the recipient, causing them to gain an extra sense, so that they can "see" and dodge spells as they attempt to target them. Because the magic of offensive spells is so powerful, it is a rare occurrence that a spell is completely dodged, however it is possible. Under most cases, the dodging causes the spell to not connect solidly to it's target, reducing the damage taken. Thieves superior quickness makes this an excellent defensive tool for them, while monks and rangers also enjoy this spells benefits more than other classes. As stated, this spell was created to pay a debt, and now the debt is paid.

 

Lost Spell: Not well known even during the last great war and seems to have slipped into the passage of time.

Lordewok's Poison

Cl
16

Mg
14

Pl
n/a

Rg
22

Bd
17

Tf
20

Bb
n/a

Fg
n/a

Mk
n/a


Mana Used to Cast: 25
The spell, poison, was created by the Cleric Lordewok in an attempt to do back to the monsters that which they do to the bold adventurers of Nexus. The caster creates a venom, it's effectiveness based upon the caster's skill, which is injected into the monster. The magical poison reacts to the monster's intent, and thus, every time the monster attacks another being, the venom burns in its blood, inflicting damage. While this spell will not instantly kill a monster, it's ability to slowly weaken an opponent is most gratifying. Because of it's nature, this spell does not work against the undead, who cannot be poisoned, nor does it have any effect on monsters who are naturally resistant to poison. This spell is castable by most classes, but the Paladin's guilds have barred themselves from using it, feeling there to be no honor in using poison to slay an opponent. It is believed that some of the churches may make the same request of it's clerics. To cast the spell, the caster spits into their hands, while speaking the spellchant. The spittle becomes a deadly venom, which is then hurled magically at the target.

 

Gifford's Resist Acid

Cl
9

Mg
10

Pl
13

Rg
13

Bd
13

Tf
15

Bb
n/a

Fg
n/a

Mk
11


Mana Used to Cast: 20
The spell, resist-acid, was created by the Cleric Gifford in an attempt to neutralize one of the most feared attack forms in the realms. This spell creates a magical membrane of a neutralizing mucous, which, while disgusting, protects the recipient from most standard acids. Powerful acids, such as those spat by Black Dragons, are not completely neutralized, but the protection given is certainly deemed worth living with the mucus. To cast the spell, the caster must gather up some mud, or other clinging substance, and rub it in their hands as the speak the chant. The mud becomes mucus, which must then be thrown at the target, or touched to the caster. The mucus quickly spreads, covering all parts of the target's flesh.

 

Gifford's Embolden

Cl
5

Mg
6

Pl
8

Rg
8

Bd
10

Tf
12

Bb
n/a

Fg
15

Mk
9


Mana Used to Cast: 5
The spell, embolden, was created by the Cleric Gifford in an attempt to neutralize one of the most feared attack forms in the realms: Magical Fear. To cast the spell, the caster simply concentrates on warm, comforting thoughts, as they speak the spellchant. A warm emotional glow will fill the caster, which may be directed at a target. The effect of the spell is that it obliterates magical or mundane fear in the target, allowing them to act as they would like to. it is important to note, however, that this spell does not convey an immunity to fear - merely a cure.

 

Magic's of Nexus

Bardic Songs

!WIP! Song info pulled from the old game. Page is for reference, but things may be different now. !WIP!

Magical Songs of the realms

 

Banshees Lament - NEW

Verse: "TBD."

You need to be 1st Tier to perform this song, with an instrument of quality TBD.

Causes damage periodically to all creatures in the area.

 

Champions Anthem - NEW

Verse: "TBD."

You need to be TBD Tier to perform this song, with an instrument of quality TBD.

Increases the melee damage output of all players in the area.

 

Celebration Night 

Verse: "Let your spirits soar on the wings of eagles, let music wash the sleep from your eyes."

You need to be 3 level to perform this song, with an instrument of quality 1.

Celebration Night is one of the simplest uses of song-magic, and the most well-known song in the realms. The song describes the preparations for a great party, and seems to be directed at getting a despondent young man (who, from the lyrics, the writer was in love with) to shake off his weariness and go join the festivities. The song itself is a most invigorating tune, and millenia of use caused it to insert itself into the weave, it's stirring tune gaining magical enhancement. According to the Lore of the Bardic College, this was, in fact, the first "magical" song known-it's powers gained from an unknown source. However, since that time, by studying the subtle magics of this song, many others have been created. This song invigorates the bards allies who can hear it, washing away fatigue at several keypoints in the song. A truly talented bard will increase the song's effectiveness, both by adding even more emotion to the tune itself, and by subtly changing the song itself, increasing the keypoints.

 

Lost Song: Much bardic song magic, which was still new over 1000 years ago, has been lost to the passage of time.

Radiance's Rhyme

Verse: "Lyre burn with golden light, cut through the dark of night."

You need to be 4 level to perform this song, with an instrument of quality 2.

Radiance's Rhyme is another simple use of song-magic, and is one of the most common songs in the realms. According to the histories of the Bardic Loremasters, Radiance's Rhyme was the first successful "experiment" to create a magical song, after having studied Celebration Night, and it's relationship with magic. This song, therefore, was written purely for utility, and by a bard who had more love for the magics of the song than the beauty of it's music or lyric. The magical effect of this song is almost as simple as the lyrics themselves - the song creates a soft, glowing nimbus of white light around the bard while the song is in effect. Most of the populace consider this song to be little more than a child's rhyme (after all, it tells no story,and it's words seem to simply repeat the need for light), however, a gifted bard can extend the song, and use subtle musical shifts, causing the light to flicker and dance, as well as change color. As such, it is often used in advanced bardic competition, with judges grading on the visual effects, rather than the aural ones.

 

 

Lost Song: Much bardic song magic, which was still new over 1000 years ago, has been lost to the passage of time.

Wanderer's Ballad

Verse: "Come along with me, love, come along with me."

You need to be 4 level to perform this song, with an instrument of quality 3.

The Wanderer's Ballad has a long history as a favorite travelling song, long before it was infused with magic centuries past. It is a light tune, narrating the many disasters that befell two travellers (a couple), and how after every hardship, the husband (a bardic adventurer) has to convince his wife to continue, telling her how lucky they had been at every turn. Since it was such a popular and common song, it was reasoned, usually sung as people traveled, then it was only logical for it to gain magics that would help in that task. While singing the Wanderer's Ballad, the bard's allies are wrapped in a subtle enhancement magic, increasing the length of their strides, their ability to jump and their senses of balance. The song's power is so well focused that it allows people hearing it to cross nearly any terrain, jumping over obstacles, and even making climbs that would normally require ropes or other gear.

 

Curious' Canticle 

Verse: "Now Curious, get it in your head, if you follow me, then you'll be dead."

You need to be 5 level to perform this song, with an instrument of quality 2.

Curious' Canticle is a song about, of all things, a cat. The song tells the tale of a cat, named Curious, who is repeatedly told to stay home, but follows her master anyway, with dire circumstances. The song has nine verses, with the cat losing one of it's lives at the end of each. The chorus is a return to the noble telling the cat to remain where it is safe, and not to follow. The music for this song is light, as befits such a comedic tale, and even cat-lovers find this song a delight, despite the fate of the poor kitty in each verse. The Half-Elven Muse Alvara is held responsible for adding the magic to this song, and it's effects are quite fitting, considering the moral of the story. While the magical effects of this song exist, opponents will not follow people who need to leave in combat, scared by the lessons that Curious did not learn.

 

 

Lost Song: Much bardic song magic, which was still new over 1000 years ago, has been lost to the passage of time.

The Warrior Bard

Verse: "The minstrel boy to the war hath gone, in the ranks of death you will find him."

You need to be 5 level to perform this song, with an instrument of quality 3.

An ancient tune held by the bardic college, the Warrior-Bard is a ballad which describes the battle, capture and eventual death of a young warrior-bard, who was so true to his ideals that he would not play for his captors, even under threat of death. The Bard in the song is captured fighting against a large group of slavers, allowing those he swore to protect to escape. The raw emotion of the song has long been used to rally members of Bardic Colleges throughout the realms, reminding bards of the price of freedom, and their duty to stand and protect those who cannot protect themselves. Because of the song's widespread use as a rallying tune, a young bard name Jacorus studied it, and infused the score with song-magic. Now, while the song is being sung, all allies of the bard who can hear the song are inspired, enhancing their drive and effectiveness in combat.

 

Sweet Comfort 

Verse: "Relax, my child, sleep and dream, for things aren't as bad as they seem."

You need to be 6 level to perform this song, with an instrument of quality 4.

Sweet Comfort was originally a lullaby, used to calm children with quiet words of reassurance, that things were not as bad as they appeared. This song was primarily used amongst the poorest and least- fortunate people within the realms, who were, in fact, lying to their children. As Nexus grew properous, the song became little more than an interesting tune for centuries, until the discovery of song-magic. By using song-magic to enhance the power of the underlying falsehood of the tune and lyrics, bards suddenly gained the ability to comfort their enemies, making them believe that their losses and wounds weren't as bad as they appear, and so steadying their resolve and morale, making them unlikely to take flight, even in the face of overwhelming forces.

 

Run Runaway

Verse: "See chameleon, lying there in the sun, all things to everyone, run, run away."

You need to be 7 level to perform this song, with an instrument of quality 3.

This is an ancient traditional song, whose nonsense, fun lyrics and infectuous, fast-paced music made it a favorite amongst the people. In fact, this song has been played at every single festival and fair held in and around Nexus for centuries, and is often used to "stir up" a crowd when no one is dancing. Being such a popular song in the standard bardic repatoire, no one was much surprised when a bard named Trael infused it with song-magic. The magic of the song seems to be drawn from it's tune and chorus, and while sung, it causes the bard's allies to dance in the standard side-stepping jig the song inspires at festivals. While so dancing, the bard's allies can neatly side-step a creature who would try to prevent them from leaving, the pace of their dance magically enhanced to the point that it is almost hypnotic to those watching who are not dancing themselves. The combination of these two effects gives the allies of a bard singing the magical version of this song the ability to escape nearly any creature, despite that creature's intent to block the allies' escape. Bards are, however, reminded, that when they leave an area, they take their song - and magic - with them, possibly trapping allies who have yet to escape.
 

 

Lost Song: Much bardic song magic, which was still new over 1000 years ago, has been lost to the passage of time.

Huntsman's Tune

Verse: "Where, uncle, have the animals gone? her small voice asked before the dawn."

You need to be 6 level to perform this song, with an instrument of quality 3.

The Huntsman's Tune is an old, traditional hunting song, telling the tale of a young orphan girl named Dara going out into the woods with her uncle, to find food to feed their starving family. Through the story, while Dara learns woodslore from her uncle, they find no food, and begin to set off for home, empty handed. On the way home, they stop to rest in a large clearing, and Dara sings a sad song. Out of nowhere, several rabbits emerge into the clearing, seemingly drawn by the music, and happily, the family can eat. This song's tale seems to indicate the first ever use of song-magic, if it is true, though most scholars have dismissed it as being a fanciful tale, or perhaps, the work of Erisar, as this song predates the godswar. However, the Huntsman's Tune itself was infused with the very song-magic it describes. While the song is being sung, creatures around the singer are more likely to emerge from hiding, investigating the source of the music. This effect is a double-edged blade, however, as it works on all sorts of creatures, including those far more dangerous than rabbits.

 

 

Lost Song: Much bardic song magic, which was still new over 1000 years ago, has been lost to the passage of time.

Merchant's Lament

Verse: "Remember the rewards for the acts so cold that you commit in the pursuit of gold."

You need to be 7th level to perform this song, with an instrument of quality 4.

The Merchant's Lament tells the tale of the spoiled, greedy and arrogant magnate of a powerful Merchant House who slowly loses everything he was born into from bad (and bitterly ironic) deals, and when his own workers could save him, they don't, because of his greed and bad treatment of them. The song has an obvious moral - that people who allow greed to control their actions and do not care for the people will fall if they ever need the people's help. Bards often performed this song in inns and taverns, to "ensure" a better income as people took, at least for a moment, the lesson to heart - and still do now, although the addition of song-magic has made the practice far more effective. When a bard plays this song, the people he directs it at will recognize it almost immediately, and it's bitter example-lesson will strike fear into them. Not wanting to be destroyed by greed will make these people more likely to part with their money, which, of course, means a greater income for the bard. This song does not twist the mind, forcing people into making obviously unprofitable deals, such as buying an object for more than it's value, for it's magic is more subtle. (Were it not, the song would, no doubt, have been outlawed years ago.) It simply reduces the greed of the people who hear it, causing them more likely to shave off from their profit margins. Merchants in the realms, however, tend to consider any listed price the real one, however, and will not move on those prices.

 

Draen's Tale

Verse: "Draen, throw your spells anew, know the weave will answer you."

You need to be 8th level to perform this song, with an instrument of quality 4.

Draen's Tale is a story about a young wizard, who's small village (and mentor) were killed by Goblins in the first War of the Races. Draen tried to help, but his limited skills did little good, and the goblins left him for dead. Draen was nursed back to health by a wandering minstrel (who seems to be the voice telling the story), but while she was able to tend Draen's physical wounds, his guilt and self-doubt were overwhelming him. Even as Draen grew more experienced through many journeys, his magical skills never increased, locked away by a wall of his own creation. At the end of the song, Draen and the bard are the only two defenders of another small village, and, still, Draen's wall against his magic stands, preventing them from saving the town, until the bard recounts their tales to date in a song (apparently, this one) showing Draen that his magic is strong, and that only his doubts stand in the way. Draen seems to accept this, and with the fury of an Archmage, defends the town from the goblin aggressors. It seems that even as this song was being written, the bard was infusing it with song-magic which enhances the power of spells cast by allies hearing the tune - so that when the time came and Draen let loose his magic, he would be more likely to succeed, for a second failure would destroy the wizard that she had come to love. This song's power remains even today.

 

 

Lost Song: Much bardic song magic, which was still new over 1000 years ago, has been lost to the passage of time.

Tailog's Fall

Verse: "Vida spoke: My weapon and body may be small, but the strength of my heart will make you fall."

You need to be 8th level to perform this song, with an instrument of quality 4.

Tailog's Fall is an ancient song, describing the felling of a sly, evil and massively powerful Ogre, by a young hobbit girl named Vida armed only with a handmade, non-magical sling. In the song, the Ogre, Tailog, was terrorizing several villages, demanding tributes of money, livestock and flesh in exchange for not destroying them. The local guards of each town were killed in battle with the massive Ogre, and many women were taken as "tribute", vanishing forever. On the fateful day, Vida's mother was grabbed by Tailog as the next "tribute", and Vida stood before the massive Ogre in challenge. The Ogre roared with laughter when he saw the tiny thing in his path and the pathetic weapon she held, yet Vida hurled a jagged stone, piercing the Ogre's eye, and killing him. This was a popular song, often used to teach the moral that a single being can make a difference, even against what appears to be an overwhelming foe. This song seems to have gained its magical powers without anyone weaving magic into it, probably from the emotion it infuses into people who hear it. The song has become very popular in times of war because it's power allows the bard's allies to strike creatures that can only be hit by magical weapons, and it is difficult to equip an entire army with such weapons. Even adventurers find this song useful when they are separated from their favorite weapon, either by loss or breakage, and monks unable to properly focus their chi are always pleased to hear it's striking notes.

 

 

Lost Song: Much bardic song magic, which was still new over 1000 years ago, has been lost to the passage of time.

Lap of Luxury

Verse: "They say that money corrupts you, but I can't really tell, I got the whole world at my feet, and I think it's pretty swell."

You need to be 16 tier to perform this song, with an instrument of quality 9.

The Lap of Luxury is a farcical song written from the point of view of a very wealthy noble. The entire song has the noble spending king's ransoms on the most mundane of things, passing gold and platinum like it was water. The song was originally written to show the folly that can come with wealth, however, it has long stuck in some people's minds how the life described by the song is, in fact, the one for them. As such, this song became somewhat rare, only performed to the nobility themselves (most of whom did not notice the humour).  An industrious bard named Sephari, having grown up poor, upon learning this song, decided that the Lap of Luxury was, in fact, the life for her, and infused the song with magic. The song's effects are simple, when being sung, the song seems to magically increase the size of treasure hoardes, protecting the items that monsters carry so that more of the items survive the combat.

Weapons, Movement, & Tactics

Things to know before going into battle against monsters of this realm.

Weapons, Movement, & Tactics

Weapon Proficiency

Weapon Proficiency, or 'skills,' determine a player's ability to use each of the six types of weapons in the realms - sharp, thrusting, pole, blunt, missile, and, for monks only, Hand-to-hand. Each character in Aalynor's Nexus begins with a certain amount of skill in one type of weapon, of his/her choosing (not very much, however). This skill, and the others, which don't receive that head-start, are improved with time, by using each type of weapon, and earning experience with it. One may see his proficiency with the 'skills' command. For instance, if a completely new character were to type, 'skills,' he/she would see:

Skill Level of Mastery
----------------------------------------------------
Sharp Weapons Unskilled
Thrust Weapons Unskilled
Blunt Weapons Unskilled
Pole Weapons Unskilled
Missile Weapons Unskilled

Now, to the beginner, this can look pretty disconcerting. It is important to note, however, that one can still use the weapons, with an unskilled proficiency rating. The level of skill determines how often one will miss, hit for double, etc. NOT whether or not one can use a weapon at all. After all, how can one improve, if he/she can't practice?

There are several levels of proficiency in each skill:

One advances through these ranks, as stated above, by earning experience while using the weapon in question. The rate at which one improves his/her skill depends largely on killing foes with them. Fighters improve their skills at a faster rate than others.

Though perhaps daunting at first, Weapon Proficiency add to the rich and complex environment of the realms of Aalynor's Nexus.

Weapons, Movement, & Tactics

Combat Movement

Combat in the realms of Aalynor's Nexus is unique for its realism, complexity, and excitement. The skill of the enemies, the variety of tactics available, allow for battles that appeal to the player on an almost visceral level: the heart pounds, the blood sings - this is the thrill of battle. The overall whole is extremely enjoyable, and - don't say we didn't warn you - extremely addictive.

Among the most integral and distinctive aspects of combat in the realms is known as 'zone movement.' Simply put, this permits the player to move around in combat, whether it's to escape one's foes, or pursue them. Most importantly, though, it promotes great possibility for group strategy (grouping is not only profitable, but encouraged, as it aids in finding a place in our role-playing environment... after all, what's the point of playing on the Internet if you're going to do it alone?).

Each 'room' in Aalynor's Nexus is split into five zones, or areas of occupation. Upon entering a room, one is almost always situated in the middle zone.

Monsters usually appear in the front of the room, but can, at times, appear anywhere. The commands, 'move forward' (or 'mv f') and 'move back' (or 'mv b'), will move the player one zone in the prescribed direction. One may also 'sprint forward' or 'sprint back' ('spr f' or 'spr b') to move two zones at once. Keep in mind, however, that there's a slightly longer delay after sprinting. This 'turn' delay is in some small part determined by one's dexterity. It is also important to realize that some - many, in fact - of the monsters in the realms move faster than any player. Rangers, however, may use their 'haste' skill, which allows them to move, and attack, much faster than others.

One can easily determine one's foes, or friends, position in the room with the 'victim' and 'people' commands. For example, if one is attacking a criminal, typing 'victim' (or 'v') would show something like this:

The criminal, a dozen steps in front of you, looks healthy.

The phrase, 'a dozen steps in front of you,' tells the player that the criminal is standing two zones in front of him/her.

If the screen were to say...

The criminal, a couple steps behind you, looks healthy.

The player would know that the criminal is one zone behind him/her. As you can probably guess, 'beside you' would mean that the criminal is in the same zone, and therefore within striking distance, of the player. Be careful, however, for some of the creatures in our dangerous realms can strike from a distance.

The 'people' command is much the same, except that it tells the player the location and healthiness of the other players in the room. For example, typing 'people' (or 'peo') would show:

Banzai is standing a dozen steps in front of you, and looks tired.
Renton is standing a couple steps in front of you, and looks healthy.
Wicked is standing a dozen steps in front of you, and looks a bit tired.
Scorpio is standing a couple steps behind you, and looks poisoned.
Dreamweaver is standing a dozen steps behind you, and looks near death.

This is especially useful for healing the other members of the group, as it tells the player not only which players are in need, and of what, but also whether or not they're in range of certain spells or devices.

Another added feature is the 'position' (or 'pos') command. With this, your position in relation to the center of the room is shown like this:

You are standing at the center of the room - (center).
You are standing toward the front of the room - (one move forward from center).
You are standing at the front of the room - (two moves, or a sprint forward from center).
You are standing toward the back of the room - (one move back from center).
You are standing at the back of the room - (two moves, or a sprint back from center).

Often if you become disorientated from moving about the zones frequently this can help out quite a bit.

Weapons, Movement, & Tactics

Basic Battle Tactics & Strategy

Tactics Overview

This is just an outline, and should be treated as such. There are, of course, many other techniques, and these should be explored, as well. This is here more as a reference for those who are new, so that there is less confusion, and so that we may, in future, enjoy even better cooperation among party members. Indeed, there are also solo combat strategies, though these are hardly as complex, and more suited to personal taste. We hope that you enjoy combat in the realms, and that you learn to relish the experience of well-coordinated group combat as we do. It really is the best way to go. "United we stand, divided we all die horrible deaths"...

Tactics are the heart and soul of combat in the realms, and the key to survival. Aalynor's Nexus is based more or less on a success through cooperation philosophy, and prizes the group concept every bit as much as it does its rich role-playing environment. It is definitely possible, and sometimes necessary, to fight alone, but it's much more difficult, and a lot less enjoyable, than forming a party.

The most effective groups are comprised of representatives from all or most of the classes. Diversity is almost as important as number; a group of mages is better than one, sure, but it won't do nearly as well as a fighter, a ranger, a cleric, and a mage will. Strictly speaking, a well prepared party has a cleric, a mage, a scout (rangers and thieves are best, monks will do, too) and at least one 'tanker' - a term often used in the realms, it means, basically, the one who takes the hits... in other words, fighters, barbarians, and paladins are best suited for this honorable, if dangerous, role.

 

Battle Tactics

The great majority of monsters in the realms appear in the front of the room, as such, in typical group strategy, the 'tankers' stand their ground in the middle of the room upon entering, so that they might:

  1. All be in range for melee combat as soon as the enemy walks into range
  2. More importantly, be able to divert attacks from the healers and mages who are, usually, behind them.

The mages, who, as a class, have the least amount of health and stamina in the realms, tend to stay in the back, relying on missile weapons and raw magical energy to cause damage. The clerics, who not only have only slightly less health than the mages, but also have to heal, and therefore can't afford to be distracted by getting hit, usually situate themselves somewhere in between the tankers and the mages, so that they may stay in range for their healing spells. This is the typical room layout for group fighting, with all tankers (fighters, barbs, paladins, and thieves, rangers, monks, and bards as they tend to melee) in the front, and all magi and clerics in the back. However, group strategy does not end there.

As mentioned above, the tankers stay in the front to grab the attention of the enemy. It doesn't always work out that way, though. In general, the first character to attack is the one targeted by the enemy (therefore, if you're a cleric or mage, wait a couple of seconds), but, if no one attacks it fast enough, it will choose a target of its own, based on its intelligence, by which threat it deems to be better to deal with first. Some monsters are more intelligent than others, while typically the greater threat is the barbarian wielding the Flaming Maul standing a few paces before it, then the little mage standing a dozen feet beyond him -- intelligent monsters will try and take out the parties backing in order to prevail.

Now, there are many methods for the tanker of getting the attention of a creature that is already attacking another. The spells, 'stun' and 'pacify' will both, after running their course, cause the monster to take the caster as a target. The various skills of many classes will also achieve this - circle and bash for fighters and barbarians, turn for clerics and paladins, and touch of death for monks (tip: touch of death will not work on undead, however, trying it on them WILL get them to attack the monk who uses it). Many of these skills, however, have a delay - a sometimes significant one - between usages, and therefore, the tankers should try to save their mana for the aforementioned spells, and rely on the clerics for healing, unless one isn't present. Also of note: clerics, though second only to mages in the ability to cast offensively, should not waste mana doing so at the expense of their party... they need all of their concentration to continually check on the group with the 'people' command, and to heal the those who need it.

 

Battle Strategy

As the old saying goes, "Know thy enemy." For many creatures in the realms, it is important to be prepared. On many occasions (on a quest, usually), a group is concerned not just with one room, but with an entire area; room by room, they must explore... Often as not in these situations, the characters' lives depend on good intelligence. This is provided by the scout of the group. The best scouts, as you might guess, are rangers, as they can not only sneak from room to room undetected, but track enemies as well. Thieves are also very skilled in the art of sneaking, and, with their 'backstab' ability, make a welcome addition to any group. Monks will serve as scouts too, but they're not quite as good at sneaking, and put themselves at serious risk if they take on the post of scout. Anyway, the scout's job is to sneak into adjoining rooms, and evaluate the situation - to look at and estimate the difficulty of monsters that come into the room, or, in most cases, those that are already there, and, very important, to determine where in the room each enemy is situated (Obviously, the strategies outlined above must adjust if the enemy is in the back of the room, for example, or in the middle).

This job of scouting ties in very closely to the concept of magical defenses (commonly known in the realms as 'resists'). These shields, for lack of a better word, are each crafted specifically for one kind of attack; mages spend a great deal of money obtaining these spells, which are very helpful. It is the scout's job to determine which attacks the enemy in question will use, so that the mage (or cleric, or, lacking that, paladin or ranger) may craft the party's defenses accordingly. Those who are casting these spells have a finite amount of mana, so it is essential to know what is needed, and what isn't (Note: It is best if magi keep at least a bit of mana in reserve for emergencies... so that they can cast defenses around other party members when and if they run out in battle).

Getting Started, Geography, & Custom Bags

How to join Nexus and where to get started leveling in Altin. Plus other info about the world of Altin. Additionally how to purchase custom bags.

Getting Started, Geography, & Custom Bags

Install MUD Client & Connect to Nexus!

To Play Install a MUD Client

Not a comprehensive list of MUD clients. This is only a suggestion of what we have used and tested works for us.

  1. First step is to install a MUD client so you can connect to the game. The client used by most is called Mudlet:
  2. After install start Mudlet and select Connect to pull up the sever connections
    • Select New and give it any Profile name (we suggest Aalynors Nexus for easy identification)
    • Enter the Server address: aalynorsnexus.com
    • Enter the Port: 4001
    • Choose to Connect at the bottom
  3. Follow the in-game prompts to create your first character!
    • Type Help at any time during the process to get more info

Please read the prompts carefully and enter answers exactly as shown to avoid errors.

Getting Started, Geography, & Custom Bags

Common Hunting Areas

 

Larger Areas for Leveling

(Not a complete hunting list.)

***Difficulty rank based on starting there to level***

 

Rymek City - (Beginner = Normal)

 

Island by Rymek [SAIL from right dock] - (Experienced = Medium)
 
Mandrake Farm - (Advanced = Hard)
Getting Started, Geography, & Custom Bags

Cities and Towns

 

Nexus, The City of All Races

The City of the Nexus was the last major population center remaining free on the continent after the fall of Tholm. Built on top of the ruins of the ancient Daer'lin city from lore, it has become home to members of all allied races.

Nexus City was the main focal point during the Goblin invasions due to its unique defiance of the Hoardes. It had a strong magical barrier surrounding the city, which prevented the more powerful of the Goblin forces from entering. After the Goblins defeat, there was no more need to maintain the barrier or much of the standing Army.

Millennia of relatively peaceful times have seen the once great Hero's of Nexus fade away into the history books, and the Gods have not been heard or felt in nearly as long. Yet the lurking evil seems to be stirring once more in the world of Altin, with reports of strange attacks throughout the land and undead rising from graves. The city guards work tirelessly to keep the streets safe, but are calling for any volunteers to help.

Many heroes have once again risen from the ranks of Nexus City's populace and surrounding lands, and it currently serves as the headquarters and coordination point for all efforts by the Allied Races.

 

 

Rymek, The Town of Seafolk

Rymek started as a small fishing village to the south of the City of Nexus, nestled along the Sea of Tears. The Townsfolk are a peaceful lot and enjoy the commerce brought on by the sea trade. During the war, the Heroes of Nexus and its Militia drove much of the Goblin Hoardes out of the south, and patrolled the roads to keep things that way. Rymek was a vital source of food from the bountiful coastal waters, which Goblins couldn't burn down as they did with the crop fields.

After the Goblin defeat and during the long peace that followed, Rymek's population exploded alongside its prosperity. After Falcion was reclaimed by the Dragons, Rymek became the prime destination for new travelers and adventurers to the lands. When the city expanded its ports, Rymek also became a major trading hub for distant lands and brought supplies in for the surrounding inland cities.

The busy city has been fortified with walls and city archers to accommodate its growth, and now serves as the hub for new heroes to start their training against the growing evils in the world. The port of Rymek currently provides transport to an unnamed island off in the distance to the south. It is home to many creatures and sailors warn captains to steer clear of a coral reef off the island's southwest coast.

 

 

Talmet, The Elven Palace

Some say Talmet is older than Nexus itself, while others place its age around that of Rymek. Little is known about the actual founding of this beautiful blend of nature and Elven building aesthetics, high above the northern Eldane Forest. It was formed by ancient magic, warping and growing the immense trees in the area to accommodate the elegant Elven structures. This lack of historical archives is in part due to the burning of the city, likely multiple times in the ancient past, but at least once on record.

This magic also protects and slowly restores the ancient Eldane trees, as discovered after the Goblins were defeated. During the war this town was besieged and set to the torch, with many believing it completely destroyed. However, after some scouts went back to the site decades later, they noticed the trees were not dead after all. The blackened charred bark was slowly being pushed off by a healthy layer growing beneath the scabs.

The Elves have long since reclaimed their Capitol and cultivated a treetop Palace deep within the canopy above the Eldane Forest. While all allies are welcomed, only the Elves are generally allowed to live there permanently.

 

 

Rosehelm, Outpost (Order of the Rose)

The Outpost of Rosehelm was established over one thousand years ago by the Order of the Rose, a religious order of holy warriors, and charged by the former Tholm Empire to protect the realms. For many years they served as a calming influence in the countryside. Until the coming of the Goblin Hoardes, when the Outpost itself under almost constant attack.

The Order of the Rose is more commonly known individually as the Rosehelm Guardsmen. They currently have many religious and arcane artifacts buried deep in their keep, and under their protection. These artifacts were taken out of the City of Tholm only days before its fall to the Goblins.

To their credit, the Order of the Rose held their own during the Goblin invasion, without the protective barrier magic that the City of Nexus benefited from. Some attribute this to the highly secretive artifacts they still safeguard. During the final Goblin invasion, it was thought that Rosehelm Keep was taken by the Giants and all inhabitants put to death. In the aftermath, it was discovered a small group still lived, barricaded deep in the keeps underground fortress. During the following millennia of peace, the Order of the Rose has slowly rebuilt their numbers with those truly devoted to their ancient religious order.

 

 

UnderCity, Ancient Daer'lin City Ruins

Located deep beneath Nexus and its sewers lies a fragment of the ancient Daer'lin City, thought to have been formed in The Beginning times of creation on Altin itself. Myths say that during the Gods War, the land itself swallowed up the city in a terrible earthquake or sundering depending on who tells the tale. Little is known about how parts of this now sunken city ruin survived, but speculation is from a combination of ancient unique Daer'lin structural material and some divine intervention.

Now called The UnderCity by most, it was re-discovered beneath the construction of Nexus City atop the old site over a millennia ago. During the war with Goblins it was often used by those who knew the way to circumvent sieges on Nexus City itself. As well as those looking to take less traveled paths to avoid bumping into any Nexus Guards.

The UnderCity inhabitants continue to enforce their own rules on its citizens, and issues are generally considered outside of Nexus City jurisdiction. Exceptions so far have been if the action is against Nexus City itself and deemed too egregious by the council. Most UnderCity citizens either prefer to live underground or are not welcomed in other parts of the land above. There are no city guards, and no guarantees of safety, but people who become a problem are "dealt with" according to their representatives. Visitors are advised not to linger in the streets or out in the open for too long.

 

 

Tholm, The Imperial City (City of the Arcane)

The City of Tholm was once a vast source of knowledge, and a major population center in the realm. It was said that not since the University of the Daer'lin had such a vast quantity of knowledge been collected and distilled in one place. Tholm was once the heart of the Old Empire before the Goblin invasion, where influential and powerful people congregated.

Tholm was suddenly destroyed by the Goblin Hoardes. All contact from the city cut off for months before news arrived that they were gone from survivors. Scouts sent back reports of a city changed, its magic bent and twisted with a perpetual darkness covering the sky, and undead marauding in the otherwise deserted streets. Only a handful of refugees made their way to Nexus, of those, the most notable being Thelia. She had left Tholm only a few short weeks before the invasion which was its downfall.

The City of Tholm resides somewhere to the east of Nexus beyond the Emerald River, and across the Great Waste. Legend has it that after the Goblin defeat, Theila took the best and brightest volunteers on a crusade across the desert to purge the city of evil. Reports ceased coming back from the group after they ventured deep into the desert, and the common folk eventually stopped asking about any heroes they no longer needed for protection.

 

 

Taeviral, The City of Giants

Taeviral lies far to the northeast beyond the old winding path through the Crystal Mountains, at the end of a large valley. Estimated to originally be founded by the Giants around the Gods War, this city has seen much battle in its warn strewn past. Taeviral has likely been destroyed and rebuilt many times, with large gaps in known history due to contact being lost from its remote location.

Occasionally the narrow pass that leads up through the Crystal Mountains from the crossroads becomes blocked and travel to the city becomes impossible. During the war with the Goblins, this natural choke-point was used to setup ambushes against heroes while the Hoarde ravaged Taeviral. Many Giants and heroes died before the war ended, while the city was nearly destroyed.

Little is known about Taeviral's current status other than the Giants were focused on rebuilding it again. Contact was lost when the narrow mountain pass became blocked and clearing it was deemed too costly by Nexus City at the moment. They theorize that eventually the Giants will use their considerable strength to clear the pass again anyway.

 

 

Corynth, The City of the Gryphons

Presumed to lie on the Northern Continent of Ghoorma, many months travel by land and sea, the City of Corynth was 'rediscovered' by the denizens of the City of Nexus when they unexpectedly reached out and called for help. Research into the event indicated that Corynth was once an ally of the Daer'lin and that they had certain understandings regarding offering one another assistance and specific means of communicating such requests.

The Corynthian Gryphons demonstrated considerable magical ability, well beyond anything seen in centuries. Although the City of Nexus was able to help the Gryphons, no progress was made in enlisting their aid. Before sending back a party of Heroes to the Nexus, the Leader of the Gryphons merely says: "If you should require help, contact us in the usual ways".

All records of Corynth and the Gryphons, beyond a cursory dialog in an unrelated missive in the archives, are presumed to have been destroyed centuries ago when the University of the Daer'lin fell into ruins. After the Goblin defeat, Fenwick rode off to the north through the mountains to re-established trade routes with the Corynthian griffins. Being welcomed openly by Corynth, other heroes followed suit and moved there as well for new adventures.

 

 

Falcion, The City of Apprenticeship (Former)

It was raised from the ruins of the abandoned City of Algorian, after the First Coming of the Goblin Hoardes, on the magical Isle of Falcion. The City of Apprenticeship was gifted by the Metallic Dragons (who call this Isle their home) and was designed in cooperation with the Allied Races of Nexus during the war.

The Major Guilds of the time agreed to establish training facilities upon the isle, for their apprentices, and so this once abandoned island became a major center of activity. Guildmasters, Heroes, and Apprentices alike inhabited this small community as the next generation was trained in relative safety, to reinforce the ranks of those already on the front line holding the Goblin Hoardes back.

The Mages Guild at the time, worked with the Metallics, to imbue the Falcion Citystone with many magical properties which serve to protect the island and its inhabitants. Many of the properties of the island are not common knowledge. It is known however that the island is shrouded in a magical mist, and that the location of the island shifts from time to time. Also, Apprentices were unable to leave the island, being compelled through some magical geas to complete their training before venturing out into the world.

After the devastating defeat of the Goblins Hoardes, the Metallic Dragons reclaimed Falcion island to recuperate their numbers after losing so many in their fight with the Chromatic Dragons. The training and protection the island offered was not needed by heroes anymore, and all creatures that once inhabited the land were said to be teleported to new homes. Currently nobody knows the island's magically hidden location or what the Metallic Dragons have been doing this past thousand years.

 

Getting Started, Geography, & Custom Bags

Custom Bags Guides

Custom Bags

 

So you've got some gold to throw around? Been wondering just what money can buy in Nexus? Been to all the shops and can't find that extra special bag to make your character stand out? Well, my friend, it can be done... If you've got the gold marks.

Special bags can be commissioned from a GM, who will set their master craftsmen to the task. Currently only custom bags are available for purchase. We are planning to have a crafting system for players in the future for making Armor / Weapons.

Best of all, you get to choose the name and appearance of the bag! Please limit names to 20 characters, and descriptions to 75 charters. And it all comes with a guarantee! If you don't like it, you're guaranteed to not get your money back! Our craftsmen will give you exactly what you ordered, and not what you meant to order. Remember, the handiwork of the master craftsman isn't cheap.

Warning: Be sure you have your choices decided and the gold available before asking for it to be constructed. You don't want the master craftsmen sending their collection agents after you.

 

===============================================================

Containers                                            (gold):
------------------------------------------------
Base Construction Cost:                        15,500

Per Item Capacity   (1-10)                500       

Per Item Capacity (11-20)              1,000     

Per Item Capacity (21-25)              1,500     

Per Item Capacity (26-30)              2,500      


Bonus Powers:

Weightless Bag                150,000


Weight

20 lbs.                                        0

18 lbs.                                 2,000

16 lbs.                                 4,000

14 lbs.                                 8,000

12 lbs.                               16,000

10 lbs.                               20,000

9 lbs.                                 30,000

8 lbs.                                 45,000

7 lbs.                                 75,000

6 lbs.                                 95,000

5 lbs.                               125,000

 

Example:

Bonecrusher wants a Bag of holding, able to carry 15 items weightlessly, and only weigh 7 lbs.

 

Using the table, this item will cost:          (gold):
------------------------------------------------
Base Price                                        =   15,500

Item Capacity 1-10    (10 * 500)      =     5,000

Item Capacity 11-15  (5 * 1000)      =     5,000

Weight: 7 lbs.                                   =   75,000

Weightless Holding                          = 150,000

                                                       =======

                                                       = 250,500

 

For a mere 250,500 gold, Bonecrusher gets his bag of holding that can carry 15 items inside weightlessly!  What a deal!

 

===============================================================

So, now, you ask, where can I get these wonderful bags? The answer is QUITE simple. Just PM a GM on Discord for a free estimate. Then give the go ahead, and you too can own an bag grand enough to make all your friends drool!

 

Oh, and one last thing. If you ever do run into Bonecrusher in a dark alley, I'd recommend running!

 

Roleplaying your Stats

While you're playing in Nexus, it is important to keep in mind that RP is enforced and required as part of playing the game.   You are free to hunt as you see fit, but you should not engage discussion that would allude to items, or references that are part of our world and not part of the world of Altin.   The idea is to keep immersion for as long as possible. 

As part of this immersion your characters have stats that define them, these stats also define how they would act and reason in the world. 

The Well-Rounded Person:

The standard young villager in Nexus would look something like 10 Str, 10 Con, 10 Dex, 10 Int, 10 Piety.   These are your baseline basic stat lines.    Going through each stat: 

Now with those examples out of the way, most folks are min-maxing their characters.   This makes you great in combat, but it will have consequences in your RP.  You will be rewarded or penalized for how you RP your stats of your character and how immersive you are with that character.

Examples of Low Stats:

Examples of High Stats:  Remember these stats are the things you are excelling at; you are DEDICATED to them.

Engaging with GMs

It can be sometimes confusing how to engage with the input coming from GMs and how to respond and circulate messages that were received by you.   For instance if you receive a message that only comes to you,  you shouldn't Osay the text of that message to everyone.   The message was tailored for your character to interact with.  If you want to share it, you should roleplay out y our feelings and emotions in regard to those feelings.