ChanceA Grand Spectacle [6PM EST Sunday]
#1
It is a night of storms, bolts sent from the heavens that strike against the sea and have it hiss in recoil. Great waves that strike upon the shores and crash into the cliffs. Rain shirks no nation, both pattering against the cobbles of Sheol and nourishing the great oaks of Delphina. Yet, around Aetius the sun beckons for those nearby to bask in its warmth. It offers solace and safety for many that pass.

As the night grows darker, this sanctuary blooms. The sun's warmth bursts from the peaks of Mount Pavonis, stretching over the peninsula the tower rests upon. And as the hours pass, all are to experience this boon. The storm still rages, it can be seen when looking up towards the heavens, though like a barrier originating from somewhere within Aetius, a force protects the lands of Meranthe.

It isn't until morning that the source makes itself clear. From within Realm Ten, a floor opened once before does a new figure make their appearance, leaving it a mystery what might've happened to the one of old. Still, the doors to the realm's seal gradually fading as the clock ticks towards the day when the Grand Tournament of Aetius is set to return.

The Tower of Aetius has an omnious energy, focusing on this specific runegate. The following Lorekeepers are heavily weakened from now until the conclusion of this event: Azalea Aubreen, Misfortune, Jokul, Dyaus, and Hemera only possess a fraction of their previous power as their divine connection with the cosmos is near severed.

Quote:➤This tournament will have heavy plot implications and potential reveals, if not obvious! Expect this, and avoid too much whitetext spike when there are narrations of this kind.
➤The tournament is open to all current generations. No restrictions on race/magic/leadership, either. Anyone may participate, but the outcomes will be chaotic and unpredictable.

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"So this is where it all began... Now, let us begin our work."
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#2
All day low clouds and slanting rain
Have swept the woods and dimmed the plain.
Wet winds have swayed the birch and oak,
And caught and swirled away the smoke,
But, all day long, the wooden clock
Went on, tick-tock, tick-tock.


[Image: PZxxkrV.gif]
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#3
The conclusion of the Grand Tournament was sure to spread many conflicting rumors. Among them are the mysterious intergalactic group named RISE that claim to be godkillers; presented by a host of  azure sentinels, a retelling of the origins of Aetius was given. From the origins to the eventually death and sealing of the most influential members, and how men of both human and spirit descended and spread out across the cosmos, eventually hunted down as an affront to the cosmic order.

It proved to be an unusual test. Gifts like Aether, Nemea's blessing, and the Faceless were entirely severed and nulled with the anti-pantheon sentiments, and defeats would lead to an absorption of mana to power the purpose of the hijacked realm ten. They were led into voidspace where eventually RISE departed to free a Descendant from what they called 'the Endless', and the dimension used to get there was destroyed, falling like a meteor down towards Meranthe.

How did the tournament goers survive the plunge? Well...
Like many things, we're sure this isn't the end.


Top 8
Xarxes 
Na'Ria 
Cinderella 
Andes 
Edward 
Palade 
Keku 
Raithe


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#4
Descendants of the first travellers of Aetius, spirit-aligned. Hunted by the emissaries of the pantheon; capable of sealing aether, godslayers. Introduced during the 'grand tournament' where an ascent to voidspace was a nightmare ride of adrenaline for all. Left the previous primordial 'host' dead, temporarily severed the influence of the lorekeepers of Meranthe.

They will be making a return.

[Image: PZxxkrV.gif]
[October 6th. Details to come closer to the time]


Quote:You are either a Spirit-Ward of Aetius or a Descendant of Aetius; the former is a homunculi, one of thousands of the rogue, void soldiers of RISE. Whatever your station, you're magically gifted and have the potential to contend with the best of magi. Until now, you lived and trained on one of the intergalactic realms of your syndicate, preparing for this day and your first true mission into the unknown.

The four element attunements cost 0 Spell Points instead of 10
Descendant's Mark
: +30 Aether Defense (Toggle-Buff)
Planeshift: Harness your affinity to the outer worlds, triggering several different effects for a duration of ten seconds. Teleportation enabled, +250 HP every 2 seconds, swap location with target on E.
Descendant's Seal: Magic glyphs for around you, spreading out to a 5x5 Barrier style AoE that entraps the opponent within the space for 8s (or if they walk into it).
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