Dantia/Storylines/Mana Surges & Wild Magic: Difference between revisions
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<b>This is an ONGOING ROLEPLAYING EVENT.</b> Information is being updated as it becomes available |
<b>This is an ONGOING ROLEPLAYING EVENT.</b> Information is being updated as it becomes available.</b> |
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=Phase 1 & 2: The Lead Up= |
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Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 1 & 2: The Lead Up|here]]. |
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Adventurers start noticing unusual messaging during spellcasting, with reports of strange feelings and effects emerging. To address these anomalies, an event called "Investigating the Magical Mind" is organized. Participants test various mana types and spells in an attempt to recreate and understand the oddities. Despite their efforts, the investigation yields no conclusive results. |
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<h2>The Long Lead Up</h2> |
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<p>438-05-38(ish) (June/July 2021) - People started receiving occasional odd messaging when casting spells. During Hollow Eve 2021 (and 2022), several Merelew Greeters asked adventurers if they had been having these strange feelings, too. For a comprehensive list of messaging and probability over time, see [[Urbaj#Weird_Mana|Urbaj's roundup]].</p> |
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As the magical oddities, referred to as surges, intensify, every spell cast becomes affected. Meetings are held to explore potential causes and consequences, but no solid theories emerge. One suggestion is to reduce spellcasting activities, but implementing this measure proves too challenging. |
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<p>448-05-04 (March 2, 2024) - Mazrian hosts the "Investigating the Magical Mind" event, where adventurers participated in an experiment to try to recreate these oddities in a controlled way. Various mana types and spells were tested, with casters being observed, and other casters attempting to tamper with the mana streams to induce resonance or dampening, with the goal of inducing a similar state as the oddities. There were no conclusive outcomes of this investigation. |
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=Phase 3: Magic Goes Awry= |
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<p>449-05-20 (June 14, 2024) - The magic oddities (sometimes referred to as surges) begin increased in frequency, eventually culminating on June 14, 2024 to occur on each and every each cast. Several meetings are held to discuss what this might signify, with no solid hypothesis. One idea that comes up is to try to reduce the amount of casting that adventurers are doing, but it's decided that would be too hard to orchestrate. |
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Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 3: The Magic Goes Awry|here]]. |
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A realm-wide magical disruption causes all magic users to experience intense pain as their attunements are abruptly severed, making the magic system inoperative. Adventurers endure a range of sensations, from coldness to overwhelming surges of mana, before magic is restored in an uncontrollable "[[Wild magic (concept)|Wild Magic]]" state. This new state renders spellcasting erratic and unpredictable. |
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<h2>Magic is Out</h2> |
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<p>449-05-184 (June 15, 2024) - Realm wide, people felt one of the below messages, depending on their mana type/Guild: |
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In response to this phenomenon, new research options emerge. Each guild receives specific breakthrough messages revealing various insights into the magical disruptions. These findings uncover issues such as imbalances in mana flows and threats to divine and elemental forces. |
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* Pain stabs through your mind and body as your attunement to the breathing rise and fall of Life is suddenly severed! (Empath / Ranger) |
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* Pain stabs through your soul as your attunement to the footsteps of the gods wavers and becomes lost! (Cleric / Paladin) |
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* Pain stabs through your mind and body as your attunement to the elemental forces around you is suddenly severed! (Warrior Mage / Bard) |
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* Pain stabs through your mind and body as your attunement to the heavenly bodies is suddenly severed! (Moon Mage / Trader) |
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* Pain stabs through your scarred mind as your multifaceted attunement to the mana spectrum is suddenly undone! (Necromancer) |
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=Phase 4 & 5: Adventurers Investigate= |
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After this, attempting to use the magic system (such as prepare a spell, harness, invoke a tattoo, or use a wand) you would receive one of two messages. Magic was off! |
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Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 4 & 5: Adventurers Investigate|here]]. |
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* [The magic system is inoperative at the moment. Sorry for the inconvenience.] |
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* Strangely, you can sense absolutely nothing. It's as if magic didn't exist. |
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The [[The Grey Dragons|Grey Dragons]] consult with [[Anmuva]] about the effects of wild magic on mana streams and Immortals. [[Ayrell]] hosts a discussion about Wild Magic theories, during which participants experience an unsettling sensation of being watched. At a follow-up vigil hosted by [[Jaelia]], participants experience intense magical disturbances, culminating in divine intervention that eliminates two effects of Wild Magic and adds new spell customizations. |
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Over the next hour, we felt (in this order): |
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* Your body trembles as your mind instinctively reaches toward that place where you usually feel your connection to magic. It is cold. |
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* You feel a surge of mana reaching toward you! You instinctively reach out to grasp it. You struggle to hold on, but it slips away again, leaving you feeling exhausted. |
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* You sense a fleeting trace of mana. It briefly grows stronger, but quickly fades away again. |
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* Your senses explode and you are momentarily blinded! Mana overfills your being, and you struggle to control the flow! Just as suddenly, it seeps away, leaving you empty. |
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* You feel a deep sense that something has changed. Your attunement to the breathing rise and fall of Life is restored, but it does not feel controllable! |
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Adventurers explore the [[Astral Plane]], encountering unusual chaos and hearing mysterious voices mentioning "[[Liraxes]]." They are warned about the instability of the Microcosm and urged to depart. [[Miskton]] performs predictions for individuals researching Wild Magic, with visions hinting at impending changes, and continue to mention "[[Liraxes]]." [[Ayrell]] attempts to meet with Ecclesiarch [[Suulnir]] of the [[Dragon Priests]], but the meeting fails to occur. |
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Casting had returned, but with mixed results. |
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Various events follow, including a blood ritual to bolster mana streams, a Wild Magic theory discussion, and an attempt to contact Commodore [[Khoheke]] Moglin. Research continues with lectures on [[Othersight]], investigations at the [[Zaulfung Stones]], and explorations in [[Zengmodaleth]], where participants experience unusual sensory phenomena. [[Aislynn]] organizes a meeting to discuss [[Harawep]]'s fight against corruption and the possible emergence of a new avatar named [[Liraxes]]. |
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<h2>Wild Magic Returns</h2> |
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From the Discord announcement: |
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A second attempt to meet with Commodore [[Khoheke]] is successful, revealing his observations about the [[Bulwark]]'s integrity and its connection to planar matters. [[Jaelia]] hosts a Vigil for [[Meraud]], during which Clerics receive a symbolic vision. |
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<pre>Wild Magic is active! |
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There are a variety of effects. So far people have discovered: |
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+ Increased TM accuracy |
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+ Increased TM damage |
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+ 1-second preparation |
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+ Full attunement refill |
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The phase culminates in a dramatic event at Arhat's Tower, where five adventurers vanish during a wild magic experiment. The remaining participants are briefly trapped in a "Null Prison" before returning, injured, to the tower. Despite efforts to locate the missing adventurers, they remain lost, and a mysterious voice briefly causes magic to disappear. |
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- Chance to "break glass" and cause no magic in the room for a short period of time (less than 1 minute) |
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- Increased backlash chance |
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- "Mana burn" - weaken your attunement! quickly! |
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- Chance to spawn a mini-mana storm |
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</pre> |
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=Phase 6: The Sorcery Messengers= |
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<h3>Break Glass</h3> |
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Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 6: The Sorcery Messengers|here]]. For an overview of each of the Sorcery Messengers individually, please see the [[Dantia/Storylines/Mana Surges & Wild Magic/Sorcery Messengers|Sorcery Messengers]] page. |
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<pre>> cast |
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Emotional pain and exhaustion lingers in your mind, even after you regain rational control. |
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A crash of shattering glass echoes through the area. You are overcome by a sense of wrongness. |
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> |
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> prep lw 5 |
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Something in the area interferes with your spell preparations.</pre> |
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Breath of the Heralds [[Asildu]], a Human Scholar, first appears at an Overhealers Anonymous meeting. He believes sorcery is a dangerous "disease" exacerbating magical imbalance and causing wild magic. Shortly after, Avatar of the Summoning [[Valenal]], Elemental Conduit of Elanthia, makes his debut at the Crossing Empath Guild Courtyard. As a former researcher in inter-planar communication, [[Valenal]] believes energy theft through non-sorcerous magic is causing a dangerous imbalance in the [[Plane of Abiding]]. |
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This would prevent anyone in the room from casting magic for about 30 seconds. |
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Messenger [[Miraena]], Voice of the [[Heralds]] of Elanthia, emerges at the West Gate of Crossing. She's a simple farmer who claims to have received visions from the [[Heralds]] warning of sorcery's disastrous effects, and urging adventurers to cease its use. |
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<h3>Mini-Mana Storm</h3> |
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<pre>A swirling vortex of brilliant light spins across the area. |
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Raw energies rupture near Navesi, leaving her looking pale and drained. |
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A weak mana surge slowly makes its way to the north, leaving a path of destruction in its wake. |
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During a discussion about Wild Magic and the [[Arbiter in Darkness]], Steward of Recursion [[Liraxes]], Warden of Adaptation, makes his first appearance. [[Liraxes]] is focused on addressing an imbalance in mana flow that's weakening planar boundaries, suggesting that certain forms of sorcery may be necessary to correct the imbalance. |
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> look surge |
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Roaring winds shot through with blinding rainbows spin and turn wildly within a weak mana surge as it tears a path of destruction through the area. Chaotic manifestations caught in the rampaging vortex spiral violently within its terrible embrace. |
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Conqueror of the Wilds [[Unaka]], Maul of [[Truffenyi]], appears with a mission to protect and safeguard civilization, as given through visions from her deity. She emphasizes a cautious approach to the current magical situation. |
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A weak mana surge slowly makes its way into the area, leaving a path of destruction in its wake. |
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Concurrent with these arrivals, various adventurers are engaged in efforts to rescue the missing five. While beseeching Elanthia for assistance, they learn that the balance of life was disrupted when civilizations began to harness mana, and continues to this day. Bards are able to determine that the kidnapping was a lesson in the dangers of meddling in extraplanar matters, and that the only way to help them is to facilitate stability with magic. |
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The howling wind pounds against you, making it very difficult to maintain your balance. |
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Pilot Sarahkyth staggers slightly as wind pummels it. |
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During one event, where adventurers focused on casting a lot of sorcerous spells, all magic users felt a briefly stronger connection to magic, and a fleeting bit of relief. |
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A swirling vortex of brilliant light spins across the area. |
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Raw energies rupture near Thanataar, leaving him looking pale and drained. |
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A sorcery party is held with the intent to draw the attention of those who are causing Wild Magic. [[Miraena]] and [[Asildu]] plead with adventurers not to continue, but they do regardless. This appears to draw the anger of the Heralds, who summon an invasion of drakes. After the invasion, there is a refreshing calm that washes over the land, and everyone feels as if things are more stable. |
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A swirling vortex of brilliant light spins across the area. |
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A wave of energy passes through, invisible except for the obscene ways the world stretches and pulls around you! Though it seemed as though Elanthia was going to rip itself apart, the wave passes without causing bodily harm. |
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Dasheek collapses to the ground as the world seems to stretch and pull around him briefly. |
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Pilot Sarahkyth staggers slightly as the world seems to stretch and pull around it briefly. |
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In a daring attempt to rescue missing individuals, a group of adventurers undertakes a complex ritual to open a portal. As the ritual unfolds, unexpected events occur, including the appearance and disappearance of a Godling and the formation of a deadly anomaly. [[Meraud]] briefly appears, cryptically suggesting that this outcome is a "necessary step." The ritual's consequences are severe, with enraged voices promising wrath and meteors falling from the sky. The aftermath reveals that [[Knife Clan]] has been transformed into a crater, from which a lifesculpted spire of thorny vines grows, topped by a golden beam of light. At the end of the event adventurers felt: A refreshing calm washes over the land, and you feel a sense of pervasive balance. Everything feels more significantly more stable. |
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> peer forward |
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You peer forward and see ... |
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=Phase 7: Heralds vs Immortals= |
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[You are aboard a four-masted galleon with twelve sails and a fierce dragon figurehead named the Dragon's Slave which is afloat in Segoltha Bay facing south.] |
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[The Dragon's Slave, Aft Waist] |
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Here the silver-hinged gangway is ever ready to release and secure the heavy mistwood boarding plank. The railings are carved with detailed scenes of dragons along their length, while overhead the vivid blue and white sails obscure the view to the top of the mizzen mast far above. A honeysuckle vine grows from a banded barrel placed out of the way, the plant flourishing despite the harsh elements it encounters. |
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You also see a weak mana surge, some sufil sap, a piece of black flint, the crossjack, the mizzen lower topsail and the mizzen upper topsail. |
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Ship paths: forward, aft, down. |
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Nearby in the water you see: Arthe Bay (at horizon: east), the Boot (far: north), the north shore (at horizon: east), the south shore (rather far: south), the Segoltha estuary (far: south). |
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</pre> |
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Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 7: Heralds vs Immortals|here]]. For an overview of each of the Sorcery Messengers individually, please see the [[Dantia/Storylines/Mana Surges & Wild Magic/Sorcery Messengers|Sorcery Messengers]] page. |
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You can also TOUCH, and possibly HUG, KICK, SLAP, or KISS the mana surge. It will send a blast to the room, causing skin damage to people and knocking them prone. |
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The world is gripped by escalating crises and cosmic disturbances. [[Asildu]] and [[Miraena]] state that the [[Immortals]] have become lax in their monitoring of the use of sorcery, and that this has forced the [[Heralds]] to step in with drastic actions to curb it's use, leading to the encasement of entire Clans as a warning to adventurers. This has only deepened the conflict between the [[Heralds]] and the [[Immortals]]. |
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<h3>Mana Burn</h3> |
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People could also die from "mana burn." Sometimes when casting you would feel: <pre>Excruciating pain sets your nervous system afire! Something is wrong with your mana attunement and you must weaken it!</pre> At this point you would begin dropping vitality (you receive that same message every time you experience a vitality hit). You have ~2 minutes to harness and release to lower your attunement, to something like 20%. If not, you will die from vitality loss. For Empaths, [[Perseverance of Peri'el]] mitigates the vitality loss until it becomes such that it drops POP completely. |
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[[Asildu]] has become a central figure in the growing unrest, facing accusations of terrorism and calls for his execution. This has further inflamed tensions and divided opinions among those faithful to the [[Immortals]], and those willing to heed the warnings of the [[Heralds]]. |
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Your efforts to reduce your attunement may be stymied by mana regen items, if you are wearing sufficient enough. During this event, you may consider removing your mana regen items just to make the chance of death by mana burn a little less likely. Conversely, vitality regen items may help maintain your vitality until you can lower your attunement enough! |
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Amidst this turmoil, [[Liraxes]] completes a crystalline device to record sentiment on the usage of mixed mana versus pure mana casting for restoring balance. Adventurers are invited to interact with the pedestal, either [[Touch_command|TOUCHING]] it to support pure mana casting or [[Tap_command|TAPPING]] it to support mixed mana casting. It confirms that it still advises sorcerous casting as the best way to accomplish the return of balance. |
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The death window looked like: |
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=Phase 8: Time to Fight Back= |
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<pre>[20:18] * Grief was just struck down! |
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Details on specific events during this phase are [[Dantia/Storylines/Mana Surges & Wild Magic/Phase 8: Time to Fight Back|here]]. For an overview of each of the Sorcery Messengers individually, please see the [[Dantia/Storylines/Mana Surges & Wild Magic/Sorcery Messengers|Sorcery Messengers]] page. |
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[20:18] * Grief was burned out! |
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[20:19] * Jacquelyn was just struck down! |
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[20:19] * Jacquelyn was burned out! |
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[20:19] * Morgaunt was just struck down! |
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[20:19] * Morgaunt was burned out!</pre> |
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The [[Immortals]] initiate a significant offensive against the [[Heralds]], starting with an attack on the encasement surrounding [[Dirge]]. They send personalized visions to multiple adventurers, calling them to action at various locations, including [[Knife Clan]], [[Wolf Clan]], and [[Tiger Clan]]. The [[Immortals]] guide adventurers in using sorcerous magic and manipulating light beams to weaken and ultimately shatter the encasements around these areas. The [[Heralds]], represented by [[Asildu]], attempt to counter these efforts by summoning drakes to attack the adventurers. However, the combined efforts of the [[Immortals]] and the adventurers prove successful. |
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<h2>Research WILD & Bonegrinder</h2> |
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<pre>There is a new RESEARCH option! It could be dangerous! This is on a lengthy global cooldown, but can be completed several times a day. |
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When you perform the new RESEARCH, several things happen. |
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1. You will lose your memorized spell scrolls. You will gain some magic experience - sometimes more than other times. |
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2. If you have the Magic Theorist, you will gain new spell scrolls. |
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3. There's a chance to learn a brand new spell (being previewed here before it finds its permanent home). |
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4. There's a chance to earn a spell customizer for certain spells, if you know them.</pre> |
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In a particularly eventful moment at Knife Clan, a series of destructive light beams shatter the encasement, followed by a thunderous explosion that dramatically alters the sky. This event causes stars to vanish and results in three [[Heralds]] materializing in the heavens. [[Dantia]], one of the missing adventurers who has been imprisoned for nearly seven months, reappears as the Knife Clan encasement is bought down. It takes her several weeks to reacclimate to the world again, but she eventually recounts the few memories she has of imprisonment, and states firmly that it's the Heralds that were responsible for her captivity, and who still have the remaining four adventurers. |
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With the release of Wild Magic, a new Magical Research option was also made available: RESEARCH WILD. On successful completion, you have a 100% chance to lose any memorized scrolls. Depending on the number of spell scroll slots you then had, you would be granted up to 2 randomly selected spells, which would be temporarily memorized just like regular scroll spells. At this time, this was the only way to gain a NEW spell called [[Bonegrinder]]. |
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=Phase 9: TBD= |
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<h3>Breakthrough Messages</h3> |
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There were various "Breakthrough" messages depending on your mana/Guild. These seem to give hints about what is occurring: |
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<pre> |
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Breakthrough! |
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Lunar mana fizzes out of focus with unknowable, periodic perturbations from the planets in your range. Oddly enough, it is the Negotiants' unbidden tutelage that nudges you toward the research's endpoint and a wealth of knowledge relating to wild magic. You are assured that the Contract is still inviolate and binding, and all prohibitions remain. The Contract is all that matters.</pre> |
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=Phase 10: TBD= |
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<pre>Breakthrough! |
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You have come to an alarming conclusion you attribute the changes in Holy mana's behavior to long-standing and widespread lopsided practices of magic. An imbalance is shaking the Bulwark loose, which seems bafflingly vulnerable against this menace.</pre> |
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<pre>Breakthrough! |
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You have come to an alarming conclusion you attribute the changes in Holy mana's behavior to an 'upward' lurch in the flow. Something is stymieing or etiolating the Font of Creation, and Divinity itself is suffering for |
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it!</pre> |
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<pre>Breakthrough! |
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Something is broken with the replenishment cycles of Elemental mana. Even though you have not noticed a decrease in available power, it seems inevitable. From what your research has evoked, you have the smallest understanding, the barest shape, of an eonic plan that stretches back to the dark histories -- gods and demons, mortals and monsters all helpless before it.</pre> |
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<pre>Breakthrough! |
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Something is broken with the replenishment cycles of Elemental mana. Even though you have not noticed a decrease in available power, it seems inevitable. Lessons from long ago prickle at your mind concerning the lore of Sraan Mehath. You cannot shake a feeling of deep dread.</pre> |
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<pre>Breakthrough! |
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Life mana has buckled under vast pressures from what feel like above and below. Although this instills a fear in you for the fate of the cycle of life, you do not think the repercussions will echo to the natural world just yet.</pre> |
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<h3>Spell Customizations</h3> |
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You could also gain a spell customizer for a spell you already know, meaning you will only receive this IF you can use it. The following found so far have been: |
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* Circle of Sympathy customization (a sky-blue sufil tree) |
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* Trader spell customization |
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* Shadowling customization (sabertooth) |
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<h2>Plague Wraith Invasion</h2> |
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Following the Wild Magic release, there was an invasion of Plague Wraiths throughout Shard, Zoluren and Therengia. |
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<pre>> look wraith |
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Held aloft by two expansive skeletal wings, the massive plague wraith towers over thirty feet tall. Under its tattered cloak, a black mass of writhing insects and serpents cling tightly to a nearly fleshless skeleton. Four elongated arms, covered in a tangle of scorpions and spiders, end in wickedly curved talons that twitch in anticipation of its next victim. Practically obscured by the inky shadows cast by its voluminous hood, two flaming emerald eyes partially illuminate its malevolent hook-toothed skull. |
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</pre> |
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Some would drop an emerald scarab medallion upon death, which was cursed. |
Latest revision as of 13:34, 8 October 2024
This is an ONGOING ROLEPLAYING EVENT. Information is being updated as it becomes available.
Phase 1 & 2: The Lead Up
Details on specific events during this phase are here.
Adventurers start noticing unusual messaging during spellcasting, with reports of strange feelings and effects emerging. To address these anomalies, an event called "Investigating the Magical Mind" is organized. Participants test various mana types and spells in an attempt to recreate and understand the oddities. Despite their efforts, the investigation yields no conclusive results.
As the magical oddities, referred to as surges, intensify, every spell cast becomes affected. Meetings are held to explore potential causes and consequences, but no solid theories emerge. One suggestion is to reduce spellcasting activities, but implementing this measure proves too challenging.
Phase 3: Magic Goes Awry
Details on specific events during this phase are here.
A realm-wide magical disruption causes all magic users to experience intense pain as their attunements are abruptly severed, making the magic system inoperative. Adventurers endure a range of sensations, from coldness to overwhelming surges of mana, before magic is restored in an uncontrollable "Wild Magic" state. This new state renders spellcasting erratic and unpredictable.
In response to this phenomenon, new research options emerge. Each guild receives specific breakthrough messages revealing various insights into the magical disruptions. These findings uncover issues such as imbalances in mana flows and threats to divine and elemental forces.
Phase 4 & 5: Adventurers Investigate
Details on specific events during this phase are here.
The Grey Dragons consult with Anmuva about the effects of wild magic on mana streams and Immortals. Ayrell hosts a discussion about Wild Magic theories, during which participants experience an unsettling sensation of being watched. At a follow-up vigil hosted by Jaelia, participants experience intense magical disturbances, culminating in divine intervention that eliminates two effects of Wild Magic and adds new spell customizations.
Adventurers explore the Astral Plane, encountering unusual chaos and hearing mysterious voices mentioning "Liraxes." They are warned about the instability of the Microcosm and urged to depart. Miskton performs predictions for individuals researching Wild Magic, with visions hinting at impending changes, and continue to mention "Liraxes." Ayrell attempts to meet with Ecclesiarch Suulnir of the Dragon Priests, but the meeting fails to occur.
Various events follow, including a blood ritual to bolster mana streams, a Wild Magic theory discussion, and an attempt to contact Commodore Khoheke Moglin. Research continues with lectures on Othersight, investigations at the Zaulfung Stones, and explorations in Zengmodaleth, where participants experience unusual sensory phenomena. Aislynn organizes a meeting to discuss Harawep's fight against corruption and the possible emergence of a new avatar named Liraxes.
A second attempt to meet with Commodore Khoheke is successful, revealing his observations about the Bulwark's integrity and its connection to planar matters. Jaelia hosts a Vigil for Meraud, during which Clerics receive a symbolic vision.
The phase culminates in a dramatic event at Arhat's Tower, where five adventurers vanish during a wild magic experiment. The remaining participants are briefly trapped in a "Null Prison" before returning, injured, to the tower. Despite efforts to locate the missing adventurers, they remain lost, and a mysterious voice briefly causes magic to disappear.
Phase 6: The Sorcery Messengers
Details on specific events during this phase are here. For an overview of each of the Sorcery Messengers individually, please see the Sorcery Messengers page.
Breath of the Heralds Asildu, a Human Scholar, first appears at an Overhealers Anonymous meeting. He believes sorcery is a dangerous "disease" exacerbating magical imbalance and causing wild magic. Shortly after, Avatar of the Summoning Valenal, Elemental Conduit of Elanthia, makes his debut at the Crossing Empath Guild Courtyard. As a former researcher in inter-planar communication, Valenal believes energy theft through non-sorcerous magic is causing a dangerous imbalance in the Plane of Abiding.
Messenger Miraena, Voice of the Heralds of Elanthia, emerges at the West Gate of Crossing. She's a simple farmer who claims to have received visions from the Heralds warning of sorcery's disastrous effects, and urging adventurers to cease its use.
During a discussion about Wild Magic and the Arbiter in Darkness, Steward of Recursion Liraxes, Warden of Adaptation, makes his first appearance. Liraxes is focused on addressing an imbalance in mana flow that's weakening planar boundaries, suggesting that certain forms of sorcery may be necessary to correct the imbalance.
Conqueror of the Wilds Unaka, Maul of Truffenyi, appears with a mission to protect and safeguard civilization, as given through visions from her deity. She emphasizes a cautious approach to the current magical situation.
Concurrent with these arrivals, various adventurers are engaged in efforts to rescue the missing five. While beseeching Elanthia for assistance, they learn that the balance of life was disrupted when civilizations began to harness mana, and continues to this day. Bards are able to determine that the kidnapping was a lesson in the dangers of meddling in extraplanar matters, and that the only way to help them is to facilitate stability with magic.
During one event, where adventurers focused on casting a lot of sorcerous spells, all magic users felt a briefly stronger connection to magic, and a fleeting bit of relief.
A sorcery party is held with the intent to draw the attention of those who are causing Wild Magic. Miraena and Asildu plead with adventurers not to continue, but they do regardless. This appears to draw the anger of the Heralds, who summon an invasion of drakes. After the invasion, there is a refreshing calm that washes over the land, and everyone feels as if things are more stable.
In a daring attempt to rescue missing individuals, a group of adventurers undertakes a complex ritual to open a portal. As the ritual unfolds, unexpected events occur, including the appearance and disappearance of a Godling and the formation of a deadly anomaly. Meraud briefly appears, cryptically suggesting that this outcome is a "necessary step." The ritual's consequences are severe, with enraged voices promising wrath and meteors falling from the sky. The aftermath reveals that Knife Clan has been transformed into a crater, from which a lifesculpted spire of thorny vines grows, topped by a golden beam of light. At the end of the event adventurers felt: A refreshing calm washes over the land, and you feel a sense of pervasive balance. Everything feels more significantly more stable.
Phase 7: Heralds vs Immortals
Details on specific events during this phase are here. For an overview of each of the Sorcery Messengers individually, please see the Sorcery Messengers page.
The world is gripped by escalating crises and cosmic disturbances. Asildu and Miraena state that the Immortals have become lax in their monitoring of the use of sorcery, and that this has forced the Heralds to step in with drastic actions to curb it's use, leading to the encasement of entire Clans as a warning to adventurers. This has only deepened the conflict between the Heralds and the Immortals.
Asildu has become a central figure in the growing unrest, facing accusations of terrorism and calls for his execution. This has further inflamed tensions and divided opinions among those faithful to the Immortals, and those willing to heed the warnings of the Heralds.
Amidst this turmoil, Liraxes completes a crystalline device to record sentiment on the usage of mixed mana versus pure mana casting for restoring balance. Adventurers are invited to interact with the pedestal, either TOUCHING it to support pure mana casting or TAPPING it to support mixed mana casting. It confirms that it still advises sorcerous casting as the best way to accomplish the return of balance.
Phase 8: Time to Fight Back
Details on specific events during this phase are here. For an overview of each of the Sorcery Messengers individually, please see the Sorcery Messengers page.
The Immortals initiate a significant offensive against the Heralds, starting with an attack on the encasement surrounding Dirge. They send personalized visions to multiple adventurers, calling them to action at various locations, including Knife Clan, Wolf Clan, and Tiger Clan. The Immortals guide adventurers in using sorcerous magic and manipulating light beams to weaken and ultimately shatter the encasements around these areas. The Heralds, represented by Asildu, attempt to counter these efforts by summoning drakes to attack the adventurers. However, the combined efforts of the Immortals and the adventurers prove successful.
In a particularly eventful moment at Knife Clan, a series of destructive light beams shatter the encasement, followed by a thunderous explosion that dramatically alters the sky. This event causes stars to vanish and results in three Heralds materializing in the heavens. Dantia, one of the missing adventurers who has been imprisoned for nearly seven months, reappears as the Knife Clan encasement is bought down. It takes her several weeks to reacclimate to the world again, but she eventually recounts the few memories she has of imprisonment, and states firmly that it's the Heralds that were responsible for her captivity, and who still have the remaining four adventurers.