Lepreux Messie's Field Guide to Morolia

Table of Contents
A Note on the Human Duality
I. Cosmology
II. Ether
   A. Black Ether
   B. White Ether
   C. Grey Ether
   D. Ether Vortexes and Ether Poles
III. Magic
   A. Black Magic
   B. White Magic
   C. Grey Magic
   D. Mystics
IV. Known Rune Languages
III. Magic Items
IV. Demonology
   A. Dragonspawn
   B. Morolian Demonspawn
   C. Nightspawn

 A Note on the Human Duality
   Humans, much like dragons, possess a dual nature. Part of them is contained in Morolia, and part of them is contained in Asteria. A human's consciousness is connected to their Morolian side, and can only be slightly shifted to Asteria. Indeed, though humans have an Asterian presence, they are powerless to interact with Asteria in all but the most rudimentary of ways. For the purposes of this guide, a human's Morolian presence, their physical body, will be called 'corpus,' and their Asterian presence, their intangible body, will be called 'umbra.'

I. Cosmology

   The entirety of the known cosmos exists in an area called the Celestial Sphere. The Celestial Sphere is composed of four discrete areas called planes. Each plane possesses its own characteristics, and is separated from every other plane by an ethereal wall called the Veil. The Veil cannot be crossed under normal means.
   The four planes are Morolia, Asteria, Elysium, and Gehenna. Morolia and Asteria cohabit the center of the Celestial sphere, and are surrounded on all sides by Elysium and Gehenna. The two outer planes are inaccessible from Morolia, however, it is unknown whether they are not connected to Morolia, or if the Veil simply cannot be crossed by any known means.
   Morolia is the plane that humans call home. All known life exists on a planet also called Morolia. The planet of Morolia has two known main continents: the northern continent of Itrius and the southern continent of Arkalen. Arkalen is known to be home of many types of powerful demonspawn, but there are no known human settlements. Itrius, then, is the only populated continent. There are many climates and terrains on Itrius, including a desert in the southeast, an eastern marshland, northern tundra, and an expansive temperate zone. Morolia is filled with an intangible substance called ether. This ether is what sustains life in Morolia.
   Asteria can be considered the inverse of Morolia, a negative to Morolia's positive. Due to the Veil, those in Morolia cannot affect Asteria, and vice-versa. There are a great many similarities between the physical aspects and layout of both worlds, with objects such as mountains, deserts, and oceans reflected in a similar space. Like Morolia, Asteria is filled with ether, and it is assumed to have much the same purpose as Morolian ether. However, when this ether is drawn into Morolia by a Herald, it is highly volatile, and can be used to power Heraldic rune structures. Asteria is the primary home of the gods and their saints, as well as a multitude of dragons.
   Very little is known about either Elysium or Gehenna, as no living person has been to either plane. Rumors, legends, and speculation say the Elysium is an elaborate paradise, while Gehenna is a barren wasteland. The rumored Angelspawn supposedly come from Elysium, while Hellspawn are supposed to come from Gehenna.


II. Ether

   Ether is a mysterious substance that permeates the entire known cosmos. Both Morolia and Asteria are filled with their own distinct type of ether, and it is assumed the Elysium and Gehenna also have their own ether types.
   While the true purpose of ether remains unknown, it is generally assumed that it is present to support life and maintain the balance of reality in each of the planes. While ether is contained within its own plane, this seems very much to be true. However, since the planes are direct opposites, the ether of one plane is incredibly destructive when introduced into the other. When channeled properly, this destructive force is enough to alter reality.
   There are three known types of ether, Black, White, and Grey.

Black Ether
   Black ether is ether that is naturally found in Asteria. While black ether is quite stable in its native plane, it is incredibly volatile while in Morolia. It is this volatility that is used to fuel Heraldic sorcery. It is an anathema to Morolian reality, and by changing its shape when it reaches Morolia, it is capable of altering reality. Once ether has been shaped it is supposedly quite harmless, even though it is often "typed", or charged with elemental energy, and turned towards destructive means. While Heralds know a great deal about Black ether in both Morolia and Asteria, much of this knowledge is highly technical and beyond the scope of this guide.

White Ether
   White ether can be considered the life force of Morolia, building, renewing, and repairing all that resides on this plane. It is through the natural application of this white ether that plants, animals, and people grow, and that wounds heal.
   There are two principal states of white ether. When emitted from a source, the ether takes on an active state. Ether in this active state is called radiant ether. After a while, radiant ether spreads and thins, changing to its passive state. When passive ether passes close to a source, it begins to concentrate, and will become active again. Being concentrated, radiant ether has a greater affect than passive ether, however, passive ether is far more abundant.
   While white ether can be found almost anywhere on Morolia, there are only a few types of sources. Ether is emitted from sources of heat and light. Anything that naturally produces one of these elements emits radiant ether, even if only in small quantities. The sun radiates massive amounts of radiant ether, and is the primary source. Passive ether is so ubiquitous that it can be found anywhere there is air. Thus, white magic can be used almost anywhere, but in places where sunlight cannot reach, such as deep caves, the ether is fairly sparse. Because radiant ether is more potent than passive ether, white magic is most powerful during the day.

Grey Ether
   Grey Ether is black ether that has filtered into Morolia through various means. It has taken on many of the qualities of white ether, while still retaining a few of black ether.
   Like white ether, grey ether has two different states. Active, or shadow, and inert. Almost all grey ether is in its inert state, and will only change to shadow ether when activated by someone. Inert grey ether is completely harmless and unable to affect Morolia in any way. Shadow ether is also harmless until shaped, at which point it can interact with Morolian reality in much the same way as normal black ether. Unshaped shadow ether will eventually revert to its inactive state.
   Although it is fairly ubiquitous, grey ether is actually an anomaly in Morolia. Most grey ether is the result of excess black ether from rune structures, called runoff, being drawn through the Veil. While the black ether used in a spell is drawn directly through a channel across the Veil, runoff gets filtered through the Veil itself. The Veil alters its composition, turning into grey ether. In addition to runoff from spells, grey ether appears when black ether filters across thin points in the Veil itself, when dragons cross the Veil, and is a byproduct of ether poles and vortexes.

Ether Vortexes & Ether Poles
   An Ether Vortex is a highly unstable whirlpool of black and white ether as they merge and cancel each other. They occur when equal concentrations of white and black ether travelling in opposite directions collide. While most of the time this simply results the two streams harmlessly cancelling each other, rarely the two streams will hit each other in exactly the right way, and begin to destroy each other. The effect creates a visible whirlpool and sucks all neighboring ether in. The force is irresistable, and will not only make Heraldic Sorcery and use of white magic impossible, it will also potentially destroy any surrounding rune structures. Due to the constant changes in strength of ambient ether, most vortexes will last only a few seconds. In addition, any influx of energy into the Vortex will destablize it almost immediately.
   An Ether Pole is similar to a Vortex, only on a much grander scale. They occur when two streams of ether, one in Morolia and one in Asteria, equal in concentration and flux, and travelling in opposite directions, cause a hole to appear in the Veil. This creates a transdimensional Vortex as the two planes begin to exist in the same place at the same time, and cancel each other out. Like a Vortex, this renders use of magic impossible and destroys standing rune structures, however the effect can spread out for miles from the Ether Pole. It is much harder to destabilize a vortex by adding excess energy. Most Ether Poles will naturally cease after a few minutes, but sometimes can last for days. Ether Poles drastically alter the natural ether currents in both planes, often permanently.


III. Magic
   Magic is a general term applied to any art capable of creating supernatural or extraordinary effects otherwise beyond human power. Magic is powered by a substance known as ether, which permeates the entire cosmos. Ether can be shaped into a form capable of acting on the very fabric of reality, changing it however the caster sees fit. There are limits, however, as to how much control a single person can have in this discipline. Currently, there are three known classes of magic, named by the color of ether they use.

Black Magic
   Black magic is also known as Heraldic Sorcery, or just Heraldry, and those who practice it are called Heralds.
   Heraldry is based on the usage of "black" ether from Asteria. While black ether is quite stable in its native plane, it is incredibly volatile and destructive in Morolia. It is this volatility that powers a Heraldic spell. The ether is formed and shaped into a desired construct, which then alters Morolian reality. Shaped ether is ostensibly quite harmless, though it is often used for destructive means.
   The fundamental part of a Heraldic spell is called a rune. A rune is a formation composed of lines, whirls, whorls, letters, symbols, and a variety of other images. A rune by itself is fairly powerless to affect ether. To be useful, several runes must be combined into a rune structure. If one were to consider a rune to be a word, then a rune structure would be a sentence. Rune structures are made of phrases, which are brief combinations of runes. A phrase consists of a base rune, representing an idea or function, and several compliment runes, which help to further define the base rune. Phrases are linked together with joining runes, which may themselves be compliment runes or even phrases. The completed collection of rune phrases is the rune structure.
   There are various rune languages, or scripts, in existence. Each script is suited to dealing with specific formations of ether. Legend holds that these scripts were given to humans as a gift from the gods. The Knighthood's Cloud script, a gift from Pecoros, deals primarily with energy manipulation, especially into elemental attack spells. The Cainite's Jade script, given to them by Magus, allows for their living rune structures. The Arcanum has a Dragon script, used in dragon husbandry. There are many more languages, but most have been lost or forgotten. Theoretically a rune structure can accomplish anything in Morolia, but the currently known scripts have only a limited capacity as to what they can change.
   A completed rune structure has several functions. First, once it is activated, it will draw ether across the Veil and into Morolia. Second, it will shape this ether into the form that the Herald desired, as expressed in the rune structure. Finally, the shaped ether will interact with Morolian reality in a specific and precise manner. This entire process is called grounding, though many mages refer to the process as casting.
   At a basic level, a rune structure has to be inscribed upon a physical object in order to ground. The completed rune structure by itself holds no power until a Herald activates it, as it has no connection to Asteria. It is the Herald's job to create this connection. Humans, existing in Asteria as well as Morolia, already have a connection. They are able to draw minute amounts of ether across the Veil, and emit it in Morolia. The amount of ether is not enough to have any significant effect on Morolia, but it can create a conduit across the Veil. By placing this conduit on a rune structure, the runes are able to draw enough ether from Asteria to ground. Because of the short range of the ether emission, the Herald must be physically touching the rune structure in order to activate it.
   Due to the highly volatile nature of black ether, whatever object the rune structure is inscribed upon will either be destroyed outright, or at least severely weakened by the grounding. For this reason, Heralds developed a technique to draw a rune structure without a physical object. Using a minute amount of ether, the Herald can burn the rune structure onto the air itself. This simultaneously creates a conduit to Asteria, and the rune structure draws enough ether to stabilize itself until the Herald is finished. Upon completion, the structure immediately grounds. These rune structures tend to be less effective than the traditional structures, but they are advantageous as they can be drawn anywhere.

   One of the most useful legacies of the Jyhad is the spell matrix. Since rune structures are very complex and difficult to draw quickly, spell matrixes were developed to expedite the process. A spell matrix is a lattice of ether contained in Asteria. The rune structure is woven around this lattice, which keeps it from collapsing back into unshaped ether while in Asteria. The lattice itself is composed of a sort of solidified ether strong enough to stay stable in Asteria. However, the lattice collapses when drawn across the Veil. The free ether this produces is enough to feed the grounding spell, so the rune structure itself never connects with Asteria. There is a limit as to how big a matrixed spell can be, so highly complex rune structures cannot be matrixed. Once a spell has been matrixed, it can be "tested" to see if it will work, without disharging it. Matrixes are typically used for storing battle magic and cantrips.
   A spell matrix is bound to the Herald's umbra, and connected to Morolia by a specific set of keywords, called a keyphrase. When this phrase is spoken, the matrix is drawn through the Herald and into Morolia, where it immediately grounds. Since a Herald can, by shifting a slight part of his awareness to Asteria, "view" his matrixes, the keyphrases are often woven into the structure so the Herald has fewer to remember. The keyphrase to a spell is based on the formation of the rune structure, with particular formations always having the same keywords. Often, a formation will have several valid keywords, so a particular structure might have a different keyphrase depending on the Herald matrixing the spell. There is a legend of mages who learned to tie matrixes to a set of physical gestures, rather than words, however all attempts at this have been unsuccessful.

   There is a kind of Heraldry peculiar to the Cainites, endemic to their Divine Script of Jade, that the Arcanum has yet to successfully duplicate. It is called a living rune structure. Living rune structures are capable of rewriting themselves based on circumstances. If, for instance, a Cainite casts a Sharpen spell on a weapon with a living rune structure, the structure will adapt to the change in the blade, making the change permanent. If a blade gets chipped or similarly broken, the rune structure will rewrite itself to reflect this change, so the structure can continue to function properly. This structure alteration is what allows Cainites to endow their weapons with elemental properties for their Heraldic Fencing.

   Shadow Magic is a recent development in Black Magic. It involves using Heraldry to activate, shape, and utilize ambient grey ether for certain effects. Shadow magic is particularly useful for alterations to the corpus, such as sudden brain or muscle atrophy, or the unusual manipulation of ether, such as retyping already typed ether.

White Magic
   White magic is a forced application of white ether to a Morolian being. In large amounts, ether can be used to speed up many vital processes, particularly healing and regeneration. White magic seeks to accelerate one natural process while keeping the others the same, or even slowing them. White ether can even be used to speed up the processes of degeneration and decay.
   White magic is not wholly concerned with healing, however. White ether can be 'reversed', so that rather than healing a subject, it causes actual harm. Every part of the cycle goes the other direction. In a normal spell, a white mage draws ether from outside himself and concentrates it into a usable form. In a reversed spell, a white mage concentrates ether already inside of himself and expels it outside. Offensive white magic is powered directly by the spirit of the user, so the greater the connection the caster has to Morolia, the more powerful the spell will be.
   Any sort of white magic can be defended against by the target. They draw upon their own connection to Morolia to create a defensive barrier that can nullify white magic. Normally, the target uses his spirit to stop offensive magic, but this process can also be reversed, so the target can defend against healing magic as well, if he so chooses. The greatest of white mages can have such control over white ether that they can reflect a person's spell back at them, turning the tables, so to speak. Many demonspawn have a poor connection to Morolia, and cannot defend well against white magic. Nightspawn, in particular, have no resistance at all.
   White magic does not involve the use of runes to control and shape Morolian ether. Instead, it is controlled completely by the caster's will power. It is no less demanding than Heraldry as an art.

Grey Magic
   Grey magic is an unusual variety of magic, and still is not completely understood. It involves drawing inert grey ether into the body, activating it, and using the shadow ether for enhancement of physical properties, such as strength and endurance, or more specialized functions such as vision or hearing. Similar to white magic, grey magic does not involve the use of runes to create this effect, but instead is controlled by will alone.
   Only physical attributes, such as brute strength, endurance, and physical defense, can be altered and improved. Skilled grey mages can create an ether defense shield to protect them from offensive black magic. However, grey magic cannot improve a person's reflexes, reaction times, and over all speed of movement. While a person's running speed can be enhanced, that is a combination of muscular strength and endurance, not a specific grey magic effect.
   Altering the body in this manner can cause quite a strain, so it is only possible to have a certain amount of grey magic active at one time. Repeated use of grey magic, with proper resting in between, can build up tolerance and allow the user to apply more and more grey magic before reaching the cutoff. Exceeding this cutoff point can actually cause a degenerative effect on the body in its unaltered state.

Mystics
   All humans possess a dual nature, with their corpus in Morolia and their umbra in Asteria. Due to the inability to transfer consciousness to Asteria, and the relative impotency of the umbra, the Asterian presence is considered dormant. Some people, however, have an 'awakened' umbra. These people are called mystics. The connection between the mystic's dual presences is greatly enhanced, endowing them with phenomenal magic abilities. Part of their consciousness is in Asteria, allowing them to see the movements of ether currents and people's umbras. Grey magic is used often on instinct rather than will, and can be considerably more potent than a normal human's grey magic. It is theorized that this is because the mystic uses black ether to alter the umbra, which in turn affects the corpus, to a much greater degree than shadow ether can. In addition, mystics can channel and shape ether without the aid of a rune structure, while mimicking the effects of Heraldic Sorcery. The enhanced umbra can even allow a mystic to tear apart a rune structure from the Asterian side. The gift of mysticism seems to be given completely at random. There is still a great deal to be learned about these people.


IV. Known Rune Languages
   Following are descriptions of some of the more prominent known rune languages, their typical appearance, their function, and their origin, if it is known. When a predominant shape is given it refers to the general shape of either the base runes, or a finished structure. Pattern refers to the lines and shapes that compose the runes themselves.

Cloud Script
   Cloud script is the Arcanum's pride, and the most commonly used rune language within the Knighthood. All runes in Cloud script have a large amount of flow to them, showcasing long, sweeping strokes with plenty of curve, as well as whorls, swirls, spirals and helixes. Cloud script's main use is controlling the "elemental" energies of fire, ice, and lightning, as well as other kinds of energy. It is very prominent in attack magic. Cloud Script is a gift from Pecoros to the people of the ancient church of Serene, where it was passed down into the Arcanum.

Divine Script of Jade
   Jade script is the secret rune language of the Cainites, and posesses an unknown quality that allows it to make living rune structures that can change and mutate based on certain conditions, such as changes to the object it's inscribed on. Jade script is predominantly triangular, and is filled with thick, blocky, angular patterns. Like Cloud script, it is most effective at controlling energy, but it has a number of other uses known only to the Cainites. The Divine Script of Jade was a gift to the Cainites from Magus.

Root Script
   Root Script is an elementary rune language used by the Arcanum for teaching about runes, and for simple cantrips. It features simple, linear patterns that never get too complex. It is a general purpose script, capable of a number of non-specialized tasks, like creating stable light, or generating heat. Root Script has been with the Arcanum since its creation, but no one is fully sure where it came from.

Stone Script
   Stone script is the specialized script of the Arcanum's Artifacts department. The predominant shapes are squares and octagons, with patterns having thin, angular lines, and a heavy amount of detail. This detailing makes Stone script by far the most descriptive rune structure, making it uniquely suited to altering, enchanting or transmuting inanimate objects. Stone Script is presumably divine in origin, but has been around so long no one knows which god gave it, or to whom.

Dragon Script
   Dragon Script is the script used by the Arcanum's Dragonspawn department. Dragon script is unusual in that the predominant shapes are trapeziums, and there are few consistant features in its patterns. Most runes contain short bold strokes that curve, double back on themselves, and intertwine. The main function of Dragon script is dealing with almost all aspects of dragons, specifically as regards control, breeding and mutation. Dragon script was brought to the Arcanum by the Magi during the Jyhad.

Fang Script
   Fang script is the main script used by the Arcanum's Demonspawn department. The predominant shape of Fang script is a hexagon, with patterns featuring a large number of spikes and points. Fang script deals with a number of demonspawn related subjects, particularly the manipulation of ether and how it affects living creatures. It was a gift from one of the gods to the people of Jegan, who then gave it to the Knighthood.

Shadow Script
   Shadow script is currently the Arcanum's greatest success in creating an entirely new language. It is descended from Cloud script, and shares many of the same features, particularly a tendancy towards patterns with lots of curve and flow to them. The most unique aspect of Shadow script is that the thickness of the lines in a rune can change the meaning of the rune. In fact, two of the base runes differ only in the thickness of the lines. This is similar to certain foreign languages, where a word can mean many different things based on how each syllable is stressed. The primary use of Shadow script is controlling the grey ether in Morolia, and turning it towards destructive ends. Due to the challenge of drawing a rune structure correctly, this script is almost never used outside of matrixes.

Storm Script
   Storm Script is a gift from one of the gods to the people of Hesseln, located on an island somewhat southeast of Vantrisk. As the script was powerful, only the Kahuna, or sage, and his apprentice were allowed to know it. However, one generation the Kahuna died before passing on all of his knowledge, and within 2 generations, all knowledge of how the runes worked was lost. When Felthespar found Hesseln, the people gave the Knighthood what few samples they had left. Since then, the Arcanum has tried to decipher and recreate the script, but has had little success. The runes are formed of bold lines that make jagged zig-zags and softer, smooth lines that curve and spiral. There are many small, free-floating particles, the significance of which has yet to be found. Storm script is known to have a powerful effect on the weather, and can potentially summon or dismiss the most severe of weather. The most the Arcanum has managed, however, is only a mild control over temperature, humidity, and wind.


V. Magic Items
   The creation of magic artifacts was the hallmark of the Jyhad, and the one of the primary reasons why the Knighthood won the war. Sadly, today this legacy consists only of a few artifacts that have been preserved, and not the technique used to make them. What is known is that the group of foreign mages who helped establish the Arcanum were the only ones able to create these relics.
   Following is a listing of several magical items in Felthespar today.

Spell Capacitors
   Spell Capacitors are the only magical object the Arcanum is capable of creating today. A Spell Cap takes a common item, such as a ring, talisman, or staff, and gives it an Asterial presence via a rune structure. A spell matrix is then attached to the Asterial side of the object. A specific key word is attached to the rune structure, and when activated it draws ether from Asteria and grounds the matrix. Spell Caps have a certain number of 'charges' dependant on the size and complexity of the matrixed spell; due to the volatile nature of ether, every use of a Spell Cap weakens the structural integrity of the base item. Therefore, they can be used only a limited number of times before the base item corrodes completely.

Staff of the Magi
   One of the most powerful of the Magi's weapons, the Staff of the Magi serves as the ultimate Spell Cap. Its Asterian presence holds 20 dedicated spell matrixes, and has the potential to hold up to 300 others. The Staff itself will gradually absorb ether from Asteria to fuel the extra matrixes, but it can also absorb the energy used by spells cast at it or its wielder. The Staff also possesses the ability to instantly release all of its stored energy into Morolia in a catastrophic blast that can potentially destroy things for miles. The Staff is passed on with very explicit instructions to never do this

Dual Blade
   One of the more fearsome abilities the Cainites possessed during the Jyhad was the power to split one weapon into two identical copies and fight with both. The Dual Blade was created to mimic this ability. The Dual Blade takes the form of a large broadsword with a protruding hook about 5 inches in. The blade can be split into two smaller one-handed swords, or into a long sword, sans hook, and a kama.

Masamune
   The Masamune is an enchanted katana given to the Knighthood as a gift by Calvin Darmani. Once the wielder creates a link to the Masamune, he is wrapped in several layers of grey magic that are active as long as he has contact with the sword. The sword itself also imparts a certain amount of fighting skill to its wielder, regardless of their own skill in combat. One of the more noteworthy effects of the grey magic is a significantly slowed aging process.

Staff of Ages
   The Staff of Ages is essentially a white ether amplifier. Any white magic spells cast while holding the staff experience a boost in potency. In addition, the Staff has a white ether battery that the wielder can use to cast spells. The Staff's most powerful ability is called Miracle, and for good reason. It takes the full power of the wielder and multiplies it exponentially, allowing for incredible feats of healing and regeneration. In the hands of a sufficiently powerful wielder, the Staff can potentially resurrect someone.

Pearl Lance
   The Pearl Lance is unique in that it is a white magic based weapon. This lance was not created by the Magi; indeed, it predates the Knighthood itself. The Lance works by focusing the spiritual energy of the attacker, and using the white ether generated to inflict additional damage, much like an Aura Bolt spell. A person with a strong connection to Morolia can simply ignore the damage, but a creature with little Morolia connection will be devastated. Because of this, the Pearl Lance is largely regarded as the ultimate demonspawn slaying weapon.

Soul Scythe
   The Soul Scythe is a Cainite weapon, and was created by their mysterious methods. It can easily utilize all forms of Heraldic Fencing. The Scythe can absorb elemental magic cast at it or it's wielder. In addition, the Scythe can drain life-energy from its target and use the siphoned white ether to heal the wielder.

Flamberge
   The Flamberge is a long sword, approaching 6 feet in total length. The blade itself has a razor sharp scalloped edge. The grip is large enough for two hands, but the blade is light enough that a skilled warrior can wield it one handed. The sword is capable of lighting itself with magical fire, drastically increasing damage potential. With the proper technique, the Flamberge can release a large wave of flame.

Bow of Traval
   The Bow of Traval is a massive longbow, about 7 feet long, and made of a unidentifiable wood. The bow has a series of 4 arrow notches, one for each basic elemental force. A properly enchanted arrow, when fired, will be charged with an element corresponding to the notch used. The lowest notch imbues arrows with Ice power, the second Fire, and the third Lightning. The fourth and highest notch supposedly will charge an arrow with Shadow power, but there is no record of this notch ever being used.

Elemental Gauntlets
   These are a pair of large platinum gauntlets, polished to a mirror shine. They are incredibly durable and very light. The left gauntlet can create a shield of ice in front of it, while the right gauntlet can generate a concentrated blast of lightning.

Conformer
   The Conformer is a long bo staff, built on principles similar to those in the Dual Blade. The Conformer is capable of changing to various shapes based on the needs of the wielder. The possible forms are a bo staff, a long spear, a battle axe, and a glaive.

Shield Sword
   The Shield Sword is a short sword designed with incredible defenses in mind. Upon being struck, the sword will generate a protective barrier around itself. The barrier can then be shaped and formed by the wielder as he desires.

Escape Talisman
   The oddly named Escape Talisman is a long oak staff with an egg-shaped pearl set on top. The staff functions as a Spell Cap with 12 empty matrixes, however it will not decay as normal spell caps do under continued use. This is only secondary, however, to the staffs main function. Upon activation, the Escape Talisman will surround its wielder with a powerful barrier and carry them to a safe spot.


VI. Demonology

A. Dragonspawn
   Dragons are a race of creature native to Asteria. Like humans, dragons possess a dual existence on both planes, with their dominant side being their Asterian self. So, their corpus is in Asteria, and their umbra in Morolia. In most cases, a dragon's Morolian umbra is unnoticeable by humans. Dragons possess the unique ability to cross the Veil by switching their dominant side. The dragon's Morolian presence becomes a physical corpus, and their Asterian presence becomes the umbra. Like a mystic, a dragon in Morolia has an awakened Asterian umbra. Due to their strong attachment to Asteria, however, killing their Morolian corpus will simply send them back across the Veil.
   The most defining trait of a dragon on Morolia is that they almost always take the form of a large winged reptile. The tend to be quite large, and are all fairly intelligent. Most possess the ability to speak human languages as well. Dragons are most often found in the northern parts of Itrius. It is unknown whether there are dragons on Arkalen.

 Small Dragons
   Dragons can be classified based on their sizes. Small dragons tend to take the shape of winged lizards. They stand from 6 to 10 feet high at the shoulder, and have a wingspread of 12 to 20 feet. They tend to be as intelligent as normal humans.

 Large Dragons
   Large dragons differ from their smaller brethren in several respects. Large dragons, when they appear in Morolia, almost always take on the form of a winged serpent. They are very long, with the smallest recorded dragon being approximately 50 feet in length. They also have a much stronger connection to Asteria than small dragons, making their magic far more potent. However, large dragons tend to prefer staying in Asteria, and are only found in Morolia very rarely. Large dragons all also possess a great deal of intelligence, and most are rumored to be several hundred years old.
  • Gold Dragons
       The majestic Gold dragon is the most often seen of the large breeds. Gold dragons have a ridge of spines running down their back, with a transparent webbing running between each spine. Gold dragons are known to charge massive amounts of electricity along these spines, and discharge it in bolts of lightning.
  • Silver Dragons
       Silver dragons are among the smaller of the large dragons. A particularly noteworthy feature of a silver dragon is their wings. Whereas other dragons have tough, scaled wings, Silver dragons possess a bone wingframe with a translucent membrane. Silver dragons are most often found in the arctic regions of the north. They can also exhale a blast of subzero air to numb and freeze their prey.
  • Platinum Dragons
       In the time the Arcanum has been studying dragons, they have reported 3 sightings of the great Platinum dragons. They are said to dwarf other dragons, one having a length of almost 300 feet. Their hide is not scaled like other dragons, instead being smooth the entire length, and it shines with a mirror sheen. They are reported as having magical skills that would make a lich (q.v.) seem like a mere child.

Mutated Dragons
   Since the time of the Jyhad, the Arcanum has had a department devoted to studying dragons and adapting them for use in the Knighthood. The eventual result was the peists and wyverns that are found in Felthespar today. Their capacity for magic use has been largely bred out, though they still possess a good degree of resistance to offensive magics.

  • Peists
       Peists are wingless dragons, and resemble large, slate grey lizards. They stand about 4 feet high at the shoulder. They have a great deal endurance, and can travel swiftly. They fairly intelligent, higher than most other animals. Because of these reasons, they are used as beasts of burden throughout the knighthood. In addition, there is a slightly smarter and stronger breed used as mounts by the cavalry forces within the Military.
  • Wyverns
       Wyverns are the Arcanum's most recent attempt at creating a flying mount similar to a peist. Most attempts have ended in failure, but the wyvern is their most promising breed so far. They are about the size of a peist, and possess a large pair of wings. Their scales are mud brown. The main problem with wyverns so far is that they possess very little intelligence, so they are incapable of being used as mounts.

Draconics
   Draconics are a bizarre phenomenon amongst dragonspawn. It appears that it is possible for a dragon to stay in Morolia for so long that their Asterian umbra begins to atrophy. The loss of their Asterian umbra forces leaves them unable to access any sort of Asterian ether. In a manner similar to a Nightspawn's draining vital energy from other creatures, Draconics seek the Asterian essence of other creatures. Since they are robbed of their inherent powers, most Draconics don't survive for long.

B. Morolian Demonspawn
   While humans and dragons both have a connection to Asteria, most other creatures do not. Since they have no natural connection, Asterian ether has an adverse affect on them when they are exposed to it in a pure form. Morolian Demonspawn are created when a normal animal is exposed to large amounts of Asterian ether, and are altered because of it. There are two classifications, Type I and Type II. Type I alterations resemble the creature affected, but they are larger, stronger, and far more aggressive.
   Type II alterations are much different, and far more dangerous. A Type II creature has been exposed to so much black ether over a sustained amount of time that it evolves into a new type of creature. These mutations usually look nothing like the base creature, although that is not always the case. In addition, the ether actually builds an Asterian umbra for the creature, endowing it with powers similar to a mystics. For this reason, Type II alterations are powerful, durable, and extremely dangerous.

C. Nightspawn

 Vampirics
   Vampirics are first stage Nightspawn. They are created when a Heraldic sorcerer attempts to awaken their Asterial side and enhance their connection to the black ether of Asteria. In a sense, they try to become mystics. When they do succeed in their endeavor, they gain a formidable power, but pay a high price. The procedure extinguishes their Morolian 'soul', or ether interface. With out this connection to Morolia, their bodies are unable to naturally restore their vital energy. To keep active, and to keep their body from decaying, they are forced to drain vital energy from living creatures.
   The lack of a Morolian soul has another important side effect. With no connection to Morolia's white ether, they have no means of resisting it. Thus, any application of white magic to a Vampiric will have disastrous effects. Spells meant to heal will cause the body to decay, and spells meant to harm will be far more effective. In addition, Vampirics are severely harmed the normally harmless radiant ether from the sun, and so are confined to night and darkness.

 Shadow Wights
   Shadow Wights are evolved Vampirics. No longer able to use Morolian ether to keep their corpus alive, these wizards seek refuge in their enhanced connection to Asteria. They turn to using black ether for the same purpose as white ether. This forces them to abandon their mortal bodies to decay, and leaves them as a darkened shadow. They are far more dangerous than Vampirics, as their Heraldic magic is greatly enhanced by their connection to Asteria, and they are able to use black ether for healing. This, coupled with lack of a physical body, makes them almost impossible to destroy. However, they possess a far greater weakness to white ether, and cannot travel during daylight at all.

 Liches
   Liches are one of the most feared creatures in all of Morolia, and for good reason. They are created from human mystics, rather than wizards. Already possessing an awakened umbra and a powerful link between the two sides, the extinguishing of their Morolian soul doesn't phase them at all. The power of their spells is of an enormous magnitude, and they have developed a means to use black ether for healing. There are even rumors that they have crafted 'Dark Holy', a black ether counterpart to the most powerful white magic spell. This fearsome ability allows them to absorb a living person's soul, and use it to fortify their body, making them stronger and more resistant to white magic. While they supposedly have a weakness to white magic, they are able to defend against it with their black ether powers. Liches can also alter their body's form at will. As of yet, no person has fought a lich and lived to tell about it.