"Hope is fragile, do not let grief consume you when it is broken or turned against you."
It remains to be seen if Palanrandusk is the last of his particular species, a feathered serpent he resides within the Lantherni Wilds where hidden in a thick mist the serpent watches over the only legacy he has ever known. The nondescript overgrown valley is known to his children as Sanctuary. Why the serpent has secluded himself there for so long isn't truly known to anybody except him as the final known resting place of his species who disappeared not long after the first Myst Surge.
It was here he had the fortune of meeting another of his kind before Valaxor invaded their lands and put a swift end to their fragile hope. Not wishing the same fate upon others he opened his territory to those seeking refuge from the growing trade of dragon-slaying using his knowledge of warding to enchant his lands hindering or delaying those that foolish enough to seek fame and glory. His most recent stewardship was something a little more unique, however, while out on patrol around the prayer mountains where Valaxor had been entombed he discovered an abandoned clutch and after failing to find any sign of their parents took them under his wing.
"This no longer our world, what right do we have to dictate the unwritten histories?"
Palanrandusk as before has survived this Myst surge relatively unscathed, whether by luck or through his understanding of the Myst he has not succumbed to the Myst induced rage. However, his wards are broken and the Sanctuary breached leaving him vulnerable putting Palanrandusk on the defensive against his rival.
Protective - Palanrandusk is protective of those that come to him seeking it, this at times has been taken advantage of.
Hoarder of Knowledge - Palanrandusk is a hoarder of knowledge particular around the subjects of history, culture, and civilisation. He believes in passing knowledge onto the next generation in hopes of repeating the same mistakes.
Mentor - There is nothing he enjoys more than sharing his experiences and knowledge with a younger generation while openly encouraging them to form their own opinions. He will sometimes debate on these opinions drawing attention to flaws with the intention of encouraging self-reflection.
Skills and Abilities
Barrier and Warding Magic
Dragon Traits - Palanrandusk has the usual dragon traits except as noted below:
No Breath Weapon - Palanrandusk doesn't have access to a breath weapon of any kind.
Flight - Despite being a serpent he is capable of flight.
Venom Sac - Palanrandusk can replicate any naturally occurring poison of flora or fauna he has eaten in the last 24 hours. Additionally, he may instead elect to produce the necessary enzymes or antibodies to counteract the same poison and deliver it through a bite.
Poison Immunity - Palanrandusk is immune to any natural poison, including ethanol (he wins every drinking contest he has never partaken in)
Materiel(s) Used: Cloth
Color(s): A blank red canvas with golden trimmings
Weight: Heavy (Carried), Light (Mounted)
Affiliation (if any): Martizal Rangers
History (if any): TBC
Enchantment(s) (if any):
When mounted upon a long spear or pole of at least 8 ft in length the banner's enchantments become active becoming briefly animated as the fabric changes its appearance. The appearance varies from wielder to wielder typically adopting a coat of arms befit of its wielder some common examples include family heraldry, past victories, and favourite animal.
More significantly allied creatures who have a line of sight to the banner are bolstered increasing stamina and endurance while becoming more resistant to psychological effects.
Langoril (Glittering Blade)
Materiel(s) Used: Tindalosi fragments
Weight: Heavy (Carried), Light (Mounted)
Affiliation (if any): Martizal Rangers
History (if any): Forged by Reginn one of the first known members of the Primal Council this weapon used materials procured from the corpse of a Tindalosi slain by the Ranger
Enchantment(s) (if any):
Materiel(s) Used: Steel Alloy [Unknown]
Color(s): Steel / Red
Weight: Pick from heavy, medium or light.
Affiliation (if any): Empire, Knights of the Rose
Lore: Skywarden's plate was forged centuries ago for the Knights of the Rose, an order that specialised in aerial combat primarily mounted upon Gryphons. Commissioned to create no more than 100 armours for the original founding members, each had their names engraved upon the chest plate and enchanted with warding magic. While schematics exist for the armour, the original recipe used for the materials was lost effectively preventing further production as the Order's size and influence grew.
As a result, the armour has become a symbol within the Order and is worn only by members of the Knighthood who have fulfilled their oaths both outside and upon the field of battle elevating those who wear it to the status of Champions. Great pride and effort are taken in maintaining this equipment and the destruction or loss is a cause for grief.
Enchantment(s) (if any):
Featherweight - Lightweight alloys make this armour surprisingly light with minimal sacrifice to protection.
Skywarden's Legacy - Once fully equipped the armour becomes bonded with its wielder, engraving their name to the growing list located on the inside of the plate causing a ward to activate that protects from Psychological debilitation.
Table of Contents
_______________________________________________ I Solar/Clear
II Cloud III Rain
IV Fog V Storms
VI Snow VII Extreme VIII Myst
Before reading into this article please note that this is by no means exhaustive and is designed to give writers ideas of how the Mysts might affect local weather systems. Your welcome to use my ideas in any plots/threads, but also shouldn't feel this list is in any way exhaustive.
Categories Harmless - No impact Minor Impact - Threat is minimal but may affect travelling/fighting conditions. Significant Impact - Minor threat to humanoids, significant impact on travel/fighting conditions. Dangerous - Significant threat to humanoids, a moderate threat to Drakes. Travel is dangerous. Fighting has significant risks. Deadly - Significant threat to most biological life, including Drakes. Normal travel is impossible. Fighting is at significant risk.
Sunny weather, or a clear sky during nighttime, is when there is no cloud on the horizon. If one is at the top of a mountain or travels in the skies, possible clouds don't count so long as they remain below horizon level. This also means that the sky is always sunny/clear above the highest altitude that clouds can form. Such days are brought about by anticyclones.
This weather condition can help temperatures rise under the sun's influence, but a clear sky at night allows temperatures to drop significantly, as there is no cloud cover to trap rising heat. This will typically last until around one hour before sunrise. Thus, this weather causes the greatest temperature variation.
These conditions are quite common in the desert and mountainous regions of the world, such as Cathwa and Whiteguard. In the rest of the world, it's a rare occurrence and almost non-existent in tropical zones.
In extreme circumstances, this can cause draughts, hypothermia, and heatstroke.[/spoiler]
Clouds typically come in three forms, partial, cloudy or overcast. Generally, this is the most common weather condition experienced by the common folk.
Partial occurs when some clouds are hovering above the horizon level. However, most of the sky remains clear and there is no precipitation present. The presence of these clouds may temporarily drop temperatures when they hide the sun during the day. This is particularly helpful during heatwaves.
Cloudy weather is when a significant amount of clouds is covering the sky (typically 50%). A cloudy day may result in some weak showers, snowfalls, or even thunderstorms, although a thunderstorm temporarily overcasts the sky as it happens.
Overcast occurs when the sky is blanketed by clouds, creating days that are dimmer and nights that are darker without artificial sources of light. Overcast can herald the coming of rainfall, snowfall, or more extremes.
Rain is the condensed moisture of the atmosphere above falling under the form of liquid droplets. Sometimes episodic rainfall is key to much of Avoslom. It's not surprising then that many civilisations have built their agriculture around seasonal rainfalls.
However, it does not always have a positive effect on the environment. Heavy downpours can reduce visibility, make flying by certain beasts difficult (gryphons for example), or cause devastating floods.
Fog is literally a cloud at ground level, which raises ambient humidity to its maximum, and considerably decreases visibility. In some instances, this can reduce visibility by as much as 60~80 m. Generally, fog isn't dangerous unless travelling by Sea or Air.
Storms occur when densely packed clouds create a large vertical cloud created by rising air currents. These clouds can form in isolation or clusters. This process creates an electrical charge producing lightning, it is often accompanied by strong gusts of wind, heavy rainfall, and sometimes hail or tornadoes. Storms are most common at shorelines, air currents, highlands, or mountainous terrain.
Now is atmospheric water that froze and fell to the ground, covering it. Snow remains as long as the temperature of the ground doesn't go beyond 0 degrees. Most commonly seen at the peak of mountains, snow can create hazards that make travel difficult.
Snow is characteristic of mountains and remains permanent at higher altitudes. Snow also happens quite frequently under continental climates during the cold season, such as in Northern Leore. It is however much rarer in mild climates and only happens during a limited window of time, usually around the coldest month of the year, although early or late snow can also take place there if a freezing front was to sweep over said regions. It never falls under hot climates, especially around the equator.
Extreme weather conditions occur for a variety of reasons, most if not all are simply a combination of natural weather conditions.
Thundersnow - A type of thunderstorm, characterised by heavy snowfall as opposed to rain. These events are extremely rare.
Sandstorms - Sandstorms are vast surges of sand and dust carried away by strong winds, which take the form of a dull brown wall seen from far away. Sandstorms are normally not lethal, but the amount of sand makes any outdoor activity very difficult, and breathing may become unbearable with the number of particles in the air.
Tornado/Waterspout - Tornadoes are powerful vortexes of wind that can damage inland structures. It is rare for Tornadoes to produce winds beyond 124 mp/h.
Hurricanes - Also known as Cyclones and Typhoons. Hurricanes are structured and extensive weather systems that can cover entire regions with wind speeds above 119mp/h. Coastal areas are the most at risk, where they can suffer not only wind damage but also experience surges in sea level causing flooding.
The Myst has caused a great many changes in the world. When looking at the dangers it poses, scholars do not always consider the environmental impacts. Instead, they look to the monsters and creatures birthed from its chaos.
While extremely rare, even within Myst saturated regions, these weather phenomena do not always abide by the laws of nature and can have devastating consequences for those caught inside.
Devil's Eye - A vortex of prismatic energy that travels slowly across the landscape, it is easily avoided, and unlike a tornado, generates no wind. Instead, the cyclone draws in Myst from the local landscape, throwing it into the atmosphere.
After a short period of time, the vortex may detonate creating an explosive force capable of damaging stone structures and shattering bone.
Primordial Storm - A Primordial Storm is an observable weather phenomenon. Rustic clouds, prismatic lightning, and powerful winds. It is often compared to Thunderstorms. However, there is no rain during a Primordial Storm.
Instead, the air becomes dry, lighting arcs in streams of energy capable of carving through the earth. This creates shards of glass that are carried on the powerful winds.
Convergence - Depending on your perspective and situation, this event can be a blessing or curse. For Magi, the Convergence represents a unique opportunity, as the veil between the Mysts and Mortal realms weakens, allowing for greater rituals to be cast or simply bolstering already potent spells.
However, caution is advised, as such events tend to also permit Mystborn entities greater freedom. This event is also a bad omen, often the prelude to some major cataclysm for the affected region.
► Ren Ito AGE
► 36 GENDER
► Male HEIGHT
► 5"7ft WEIGHT
► 42 Ibs EYE COLOR
► Amber FEATHER COLOR
► Dark Brown & Cream speckles HOMELAND
► Xak'tharakus JOB OR RANK
► Patriarch of Ito Clan (formerly Hattori)
Ren is the eldest son of the Hattori clan's Matriarch. As a partner of Niko, he stands as the second in command of Ito family affairs. Being raised by the Hattori Ren is a Master Swordsman and Assassin who has a proven track record. He and his mate Niko share a common goal in Xak'tharakus' unification. Unlike his partner, however, Ren prefers a more direct approach often fulfiling the role of an enforcer.
Prefers to handle matters personally, to ensure their success.
Contrary to his training Ren prefers to fight his opponents directly, he is particularly fond of opponents who prove themselves in battle.
Socially Ren is direct in his approach and is not fond of games.
► Lord of the Southern Winds, Songbird SPECIES
► Deity AGE
► 500+ GENDER
► Portrayed as Male HEIGHT
► 5"4' WEIGHT
► 87 Ibs EYE COLOR
► Red FEATHER COLOR
► Red (Primary), Blue (Secondary), Yellow, and Blue HOMELAND
► Mysts JOB OR RANK
► Summer Diety
Phoera Bird - Naru's divine creature is the Phoera Bird, a relative of the Phoenix. The creature is extremely rare and followers of Naru believe sightings to be a good omen.
Mentor - Naru's domains include knowledge and Education. His followers seek out knowledge and record it to share with future generations.
The Songbird - The youngest of the Tengu Deities Naru is portrayed as something of a free spirit and Patreon of the arts. This makes him popular with musicians and artists amongst the Tengu populations.
Miracles [Knowledge, Fire, Wind, and Art] - Naru and some of his followers are capable of casting miracles. These miracles function like any other Myst magic with one key difference, the caster does not require innate knowledge or ability instead they are channelling Naru's power to accomplish feats. These feats must in some manner be associated with tags attached to this Characteristic.
Domains [Knowledge, Fire, Wind, and Art] - As a divine entity Naru himself is prohibited from taking actions that would contradict his domains. In essence, he doesn't have free will. This is a cost of divinity.
Skills and Abilities
Divinity - As a Divine Haru's power is proportional to the number and prayers of his worshippers. This means he is most powerful during the summer and weakest in winter. Thus the same applies to those who call upon his power, in the event, his followers die Naru as a divine dies with them.
Glint is also known as the Grand Philosopher and Plume of Dawn is a minor Tengu deity and patron of the Nakano Clan. Subservient to Glithen, she cherishes and protects the Tengu people and birds of the night. As a result, many Tengu who resemble nocturnal birds finds Glint an attractive prospect.
Divinity [Minor] - Glint has a unique connection with the Mysts that grants her several powerful benefits. Primarily, she is immortal and cannot be killed by normal means. However, weapons that severe her connection to the Myst remains effective. In the event, she is killed, Glint will reincarnate after 7 days within the Vault of Xak'tharakus.
Domains - As a Deity, she is restricted to actions that fall within her purview. She cannot, for example, willingly harm creatures or deny them healing. Equally, she cannot take actions that would destroy knowledge. Instead, she must do everything in her power to preserve it.