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Other Magic
Others that you can have as friend or an enemy.
The Cosmos has the infinite power of existence. To stand before him is see and know everything possible as countless lives, places and eras have passed him by. He is a limitless magic – powerful, overwhelming and numbing. To against him is to fight time, life and reality all at once.
His magic is detached. Not cruel, but not kind. More so, it feels like his magic barely interacts with you. As though it will not watch your struggles, for it won’t even see your struggles. You are only a single grain of sand on endless beach after all. Unless you are part of the bigger picture, you won’t matter in the slightest. Accept your insignificance. Rebelling will get you nowhere.
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The Magician has the unbridled power of imagination. It is silent and sudden yet seamless all the same, as he performs his magical tricks, appearing at the sleight of his hand, like a thought is born from the mind. He is a thrilling magic – playful, enchanting and exciting. He can bring forth so many wonderful dreams for the world to enjoy.
Of course, his airy magic of daydreams can instantly twist into the oppressive terror of nightmares. Like running through a fun-house with countless mirrors distorting your path – your entire world really – until it is unrecognizable. Like a jack-in-the-box revealing something terrifying and dangerous after its deceptively cheerful tune. Like how every trick is simply a diversion, a distraction, to prey upon your innocence. Every step you take is uncertain. Every breath you take is anxious. Are you sure that’s a friend behind you?
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A Witch has the rhythmic power of nature. The range of its touch is immense, going from the small, gentle buzzing of bees to the large onslaught of a storm’s downpour. She is empowering magic – commanding, benevolent and beautiful. Her greatest power is harnessing the world’s energy to better any lives she wishes.
Her magic can twist into something ugly with malice or selfish desires. As a garden needs upkeep, so does the soul. If all you do is hurt those around you, neglecting that garden and letting it overrun, you will rot from the inside out soon enough. The body too will shift with all those boggy emotions. That gnarled tree, that trampled flower, that cracked stone, that bloody body – your own face will lock down on that snarl you bear, on that hate you breathe. Take care of yourself. For no one else will if all they see is a monster.
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The Vala have the ominous power of chaos. There is no sense, no feeling to their magic – just a silent calm before the abrupt storm – and even then, a storm never cares about the damage it spreads. They are a ravenous power – restless, hungry and untamed. Everything in their magic’s path will be consumed one way or another, one day or another, for there is no escape from something so unfeeling – something so incapable of feeling the simple sensation of satisfaction.
Their magic leads to a rebirth. As wildfires burn away old growth for new life, as death decomposes to feed the next generation, as old age tradition is broken by newfound change – there is always a new beginning to follow an ending. And once the past has been cleared away, that feeling of excitement, energy and endless opportunity with each new start will linger in the aftermath of their magic. All the pain and terror that their magic caused will be forgotten, if not put to rest, as you eagerly welcome the dawn, the spring day, this new chapter of your life.
Chapter ##: Four Spirits Gather
In a sunlit meadow on the first day of spring, three spirits gather.
Although they were all human once, it was so long ago now that their living memories are less than memories, less than shadows of memories. The youngest spirit, (although really she is only the youngest in spirit, since her human age stopped mattering long ago,) spreads out in the grass and laughs, and laughs, the bubbling souns of her giggles coarsing through the moss. She takes the form of the little creeks and rivers that form after it's rained, and only then, fleeting and quick. Her fins glisten in the sunlight.
Making a Vala OC is lowkey hard especially when your only point of reference is Sive
Basilius
is it bad i want to ship sive and mrs holdsworth
yay or neigh
no
yes
wtf
youre insane
SSO- Nightshade: The Vala Magic Horse
SPRINGVALLEY (full unofficial map)
Points of access:
1. To Bayridge village: -> the Seaside path on the western end of the Winter Mountains. After the gate is opened and the road is cleared, the path runs next to the Dark Core Barricade to Bayridge village.
2. To Rockville: -> through the Wolf-pass, running throught the Winter Mountains. The direwolves attack, but MC, notices a sign of Garnok's corruption, and the Soul Riders dispel it. The wolves stop being hostile and now we can freely ride to Rockville.
NEW FACTIONS: --Jet Syndicate: Rockville, Bayridge village, Beauvista triangle. --Von Blyssen family: VB manor, equestrian centre and vineyard. --Spring rangers: Cliffside station, Highmarsh station, Morrinweald station --Spring Druids: Everspring village, Thistlebranch village --The Valas: Morrinweald and Caer Cailleach (Kah-lee-ah) --Trident Fishing Club: Shark point and Shoreline fishing village
LOCATIONS: 1. Everspring Area: -> druid village, Cliffside mountains and Everwind plateau. The Monarch Woods are full of various butterflies and the area is full of life. The Druids are protecting a spark of Aideen’s power in the middle of the lake.
2. Central Area: -> Jordan Jet’s three stables, holding home competitions between them in the Shoreline Equestrian. Also competing with the Von Blyssen riders. There is a Life Warden tree in the Suncrown Island, that is the centre of the VB gardens.
3. The Cursed Forest Area: -> helping protect the Von Blyssen vineyard from the thorns and corruption coming from Morrinweald. Storylines with the Vala witches, who were corrupted by Garnok’s power.
Stop signs: 1. Suncrown bridge: it was a beautiful stone bridge going across the river, now in ruins. It will take time and collecting resources to repair it. 2. Claymore Iron Gate: closed and the fence runs from the mountainside to the waterfall over the Old Morass. Runestones are also placed next to the fence to keep the wild vala magic in the dark valley and stop it from reaching the Claymore area. 3. Wisp valley: the path upstream next to the Suncrown river leads to the Jorcrater, but is still overgrown and closed off for now.