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The caster drapes the night skies in dancing curtains of otherworldly lights. For the remainder of the battle those weak of mind will occasionally stop in their tracks and stare at the otherworldly splendor, regardless of the battles raging around them. The spell can only be cast under an open sky when the sun doesn't shine. | ||
The caster drapes the night skies in dancing curtains of otherworldly lights. For the remainder of the battle those weak of mind will occasionally stop in their tracks and stare at the otherworldly splendor, regardless of the battles raging around them. The spell can only be cast under an open sky when the sun is obscured or not present. |
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The caster sends a projection of himself to a distant land. The projection is an ethereal replica of the caster with the same magical skills as the caster. Items are not projected, but any path boosting magic items will still have effect. The projection is shortlived and will only last enough for one battle. It can only be used against hostile provinces as the projection won't last long enough to wait for any enemies to arrive in still friendly provinces. It cannot be used on your own forts when they are under siege. | ||
The caster sends a projection of himself to a distant land. The projection is an ethereal replica of the caster with the same magical skills as the caster. Items are not projected, gems and blood slaves cannot be used, but any path boosting magic items will still have effect. The projection is shortlived and will only last enough for one battle. It can only be used against hostile provinces as the projection won't last long enough to wait for any enemies to arrive in still friendly provinces. It cannot be used on your own forts when they are under siege. |
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##disname## the lord of ##disnat## has blown in the horn of the hunt. The Wild Hunt once more, as it once did, roams the glades and forests. The Hunter now heeds the call of ##fullgodname## and haunts the forests of the world in search for the servants of his master's enemies. The priests of other pretenders huddle in fear and their subjects, noting they cannot protect them, whisper heretical lies amongst themselves.:cure Wild Hunt | ||
##disname## the lord of ##disnat## has blown in the horn of the hunt. The Wild Hunt once more, as it once did, roams the glades and forests. The Hunter now heeds the call of ##fullgodname## and haunts the forests of the world in search for the servants of his master's enemies. The priests of other pretenders huddle in fear and their subjects, noting they cannot protect them, whisper heretical lies amongst themselves. |
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With the magic heat of the Smouldercone seeping from the land, and pureblood Abysians becoming rarer, the Anathemant caste is clinging to memories of its glorious past. Reverence for the dead and memorial services are encouraged and the Anathemants have found themselves in charge of an emerging ancestor cult. Spirits of the ancient dead are summoned to once again fight for the All-Consuming Flame. Grand public ceremonies led by pure-blooded Abysians are still held and XXX | ||
With the magic heat of the Smouldercone seeping from the land, and pureblood Abysians becoming rarer, the Anathemant caste is clinging to memories of its glorious past. Reverence for the dead and memorial services are encouraged and the Anathemants have found themselves in charge of an emerging ancestor cult. Spirits of the ancient dead are summoned to once again fight for the All-Consuming Flame. Grand public ceremonies led by pure-blooded Abysians are still held at the temple pyramids. Processions of Anathemants led by their Dragons circumambulate the temple grounds in serene parades at auspicious and holy days. |
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