Mantike

Mantike is one of the arts of Low Magic, it deals primarily with the modification of bodily processes. Advanced students of Mantike usually delve into Creation as a part of their teaching and their knowledge makes them excellent Flesh Forgers.

Field

Mantike covers a lot of different things though it primarily deals with enhancing the body in some manner or another. It may cover anything from causing wounds to heal faster or improve eyesight or anything of a similar note.

The Griffin Riders of der Whurlitz

The der Whurlitz Griffin riders are a tightly knit band of raiders that reside in the middle-eastern region of the Ribs. Their fortress is named Anthelcraig and is nearly impossible to approach except through the air. The Riders are bonded through blood, affection for their griffins, and a common goal of exacting revenge upon Nevros for their traitorous to the Empire—of which the Riders are the only surviving remnant. They are comprised solely of humans and are somewhat inbred, if not for the northern barbarians whom they trade and intermarry with. The Griffin Riders reside outside of Nevros within a highly fortified portion of the Ribs called Anthelcraig. As the griffin flies they are only one hundred twenty-five kilometers outside of the Nevros capital of Alden.

The Griffin Riders are never referred to as such, but either as “der Whurlitz’ Raiders” or “the Griffin Raiders”. They are spoken of with trepidation by all except those under the direct protection of a garrison or fortress. While they aren't considered evil, they are considered to be quite a nuisance.

Organization

Edgar der Whurlitz: is the current leader of the Riders, and bears the title of Duke der Whurlitz. In the event of his death his son Eustace will then bear the title of duke, and all the leadership of the riders.

Interplanar Creatures

interplana creatures

Interplanar creatures are classed as beings which belong on no particular plane, but can be found on many different planes, or travel between them through various methods. Despite this one thing in common, they all have vastly different appearances and features, and behave in wildy different manners. Their purpose or mission is often strange and incomprehensible to the more mundane races.

Collectors

The Collectors are said to stem from the first thing the Gods threw away when making reality. Their purpose is to collect things that others have thrown away. While they are capable of travelling between planes, they typically reside in the spaces between planes which the Gods deigned not to use. Typically Collectors cannot use things that people still use or haven't thrown away. Their own language, for instance, is made up of old languages that have died out and phrases and words that have slipped out of usage. They are not only capable of collecting things, but also knowledge, emotions, souls and similar.

Dungeon Keepers

dungeon keeping

The very mention of the word ‘dungeon’ brings to mind tales of the innumerable adventurous exploits that have been covered in the vague, spoken history, both recent and ancient, of Adylheim. Adventurers have been exploring, plundering, and conquering dungeons for untold eras.

The practice of Dungeon Keeping and the cult connected to it came about when a powerful wizard took it upon himself to find the holding place of the god Maadrth. Through the advice of the wisest and oldest beings in all the planes, as well as the use of enclosing spells to weaken the stone of the mountain, he was able to dig his way into the god’s prison. Once within the god’s relatively small sphere, the wizard was pounced upon, having bit off more than he could chew in an all powerful being. He was made to form a geis with Maadrth, lest he be crushed then and there. The god confessed that he was seeking the power of all true names and, with them, the power to break his chains.

The geis stipulated that the wizard and all of his future apprentices were to build their towers underground, rather than above the ground. Within the deepest layer of the underground tower, or dungeon, the wizard, who was henceforth to be known as a Dungeon Keeper, was to keep all of the true names that he collected. The wizard was also charged with taking the true names of all his apprentices, and keeping them from them. So long as the names were stored someplace deep underground, he would be given the power to use these names in spells, to draw upon the power of his subordinate Dungeon Keepers. To aid in the keeping of names from students, a powerful hex was gifted to the wizard, whereby a true name could be exchanged for a true name. The hex is a major part of the compact that must be formed between the Dungeon Keeper and his apprentice. It’s what binds the apprentice to the path of Dungeon Keeping, so that Maadrth’s will could be done.

Elementals

elementals

Elementals have been known to be openly hostile towards those with High Magic Talents corresponding to their own element and often refer to these as "half-breeds", despite this they remain among the most popular creatures to be summoned as they are generally more reliable than creatures such as Faeries and Demons.

The Elemental Lords

These are the greatest of the Elementals, if there are any greater Elementals than these in existence, they are unknown even to the craftiest of mages. The Elemental Lords are said to be so powerful that they may even grant wishes to those who have summoned them, summoning rituals for such powerful creatures are known to elaborate and extremely taxing, often taking weeks to complete.

Marids

The rulers of Water are known as the Marids, they are towering creatures more at home in water than anywhere else. Their immense bodies are created purely from water and they can only be summoned into the oceans of Adylheim. A single Marid is said to have been the cause of the lost Maradin empire of Tlanti, his anger at being scorned causing their ships and islands to be returned to the sea.

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