Atlgua

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Path of The Patron

Realm

Atlgua is a realm of infinite water, deeper than the tallest mountain in our world and the lowest point combined. Many Spirits in this realm are more docile than others, due to the calm nature of such an ocean. Exploration and playful tricks fill it, and even without light in its deepest recesses creatures roam and retain their peaceful composure. A serene pool full of nothing but silence and life..a perfect realm for aquatic beings.

Universal Passive

The shaman is capable of breathing underwater as though it were air as well as see in it with perfect clarity. The shaman is also able to swim more easily beneath the waves.

Spirits

Spirit: Coare

Domains: Water, Healing, Animals

Description: A coraline seahorse, Coare can be found in all colorations of the rainbow. Coare are playful, kind and easy going. They are capable of shifting color and shape to a degree as they wisk about through the ocean peacefully. Most creatures ignore Coare due to its passive and kind nature, and so Coare obliges and does the same.

Bond: The shaman is capable of creating a long whip of water, using this almost an extension of their own arm. This ability will last for the entirety of their bond, and does the standard damage a whip would do. It is six meters in length and lasts the duration of the merge.

Harmony: The shaman manipulates their own hands into turning into water, placing these over any wounded area to allow the water to sink and spread into the wound. This will accelerate the natural healing process by three times for the entirety of their body for the duration of the merge, and completely heal the singular wound that is being targeted. This can be used on wounds of any degree, it takes two turns to fully heal a specific wound.

Enlightenment: Sea animals are naturally more kind and passive to the shaman. The shaman possesses the ability to talk to sea animals freely, as well as to breathe underwater in order to speak with them. Sea animals that are naturally aggressive are no longer so, and instead passively swim by or talk with the shaman if conversation is initiated.


Spirit: Galga

Domains: Water, Portals, Ice

Description: Galga is a mysterious spirit as their form has never been definitive. They are able to take any shape they want, be it geometrical shapes, or shapes of other animals, but they will always be made out of water. It is rare that they hold a particular shape for too long, constantly needing to change. Galga is adaptable and even pensive, wondering why it is that they must constantly alter their own shape, something they see as both a gift and a curse.

Bond: The shaman however may activate an ability to shoot water out of the ground at any given direction like a spout. This causes blunt water damage as well as knocks them back a full three meters. The spout has a four meter range, and lasts for up to four turns.

Harmony: The shaman is capable of creating a portal to redirect objects that are thrown or other objects in general, making two portals in two turns, one in each turn. The first one is the receiving portal and the second is the sending portal. People cannot fit in this portal. They can redirect as many objects as they have turns in their merge for. If it was a projectile with a roll, the same roll carries over.

Enlightenment: The shaman is turned into a figure of ice rather than water. Their body of ice protects them from all but blunt damage. Should they be struck violently in this form with a hammer or other blunt weapon they are likely to die if shattered. The water they shoot from their bond ability can instead be shot as sharp ice which is able to penetrate light armors and cause wounds as if they were arrows.


Spirit: Veiter

Domains: Water, Storms, Shadow

Description: Veiter is a strange looking sea creature, a mix between an angler fish and an electric eel. It has a long, stretchy body and a terrifying mouth, luring things closer to it with its shiny lure in order to feast on it. It’s known to be an ambush predator, enveloping itself in shadows as it stalks its prey.

Bond: The shaman can freely manipulate small amounts of water no larger than one cubic meter for the duration of the merge. Though this movement is not particularly fast, it can be forceful and can shove, pull or envelop objects.

Harmony: The shaman is granted the ability to shock others with their touch, temporarily paralyzing the victim for two turns. This takes a turn to activate, and will deal minor shock damage to the victims nerves as well. The shaman can do this twice per merge. At enlightenment they can activate this ability three times.

Enlightenment: The shaman can envelop themselves in shadows, disappearing from sight for the duration of their merge. They can move distances just like normal with this active, however are capable of moving like a shadow. Should a shadow be able to traverse through it, for instance under the crack of a door, then the shaman will be able to as well, their body molding like a shadow.


Spirit Realms
AtlguaAversiaCelestialLoquitiNemitaTletuegoXochorYeyeres
Aurum Types
DivinityDemonbrandsMagecraftRunesmithingFeyspeakShamanismThe Fallen
The World of AethiusThe Multiverse of Aethier