Rituals and Promotions
Aug 8, 2018 3:16:48 GMT -8
Post by swiftyuki on Aug 8, 2018 3:16:48 GMT -8
Rituals are a commonly used form as a rite into becoming a Champion or member of a god's military force. Not all elements will have such a process. Risk increases depending on the position one tries to partake. For more information on military forces, see here. In regards to Champions, there can only be one given champion at a time. To check for availability, see here.
Military
Arcane
-Arcanists:
-Watchers:
-Magebreakers:
Dark
-Umbral Sentinel:
Death
Reapers:
Earth
-Crystalline Sentry:
Fire
-Phoenix Guard:
Light
-Radiant Defender:
Lightning
-Dragonscales:
Necromancy
-Cult of Undeath:
Space
-Acolyte:
Water
-Sirens:
Wind
-Windsurfers:
War
-Unnamed:
Life
-Sanctioned Guard:
-Beast Tamer:
Champion
Blood: Usually unknowingly, the user who has committed many a murder will develop a fatal blood clot. In order for the next champion to be chosen, they must selectively cut around where the clot is without bleeding out or dying to the clot. Those who knowingly attempt it usually make an incorrect incision and bleed out.
Dark: Chosen by the patron god of the element, the mage is brought into an ebony lined room with a large rectangular pool of what appears to be black water. They must enter the pool and submerge themselves fully and be tested by the domain. The mage upon entering feels a sudden pressure from all around, forcing air out of them and choking them, forcing the mage into a suffocating darkness with no escape until after the trial. Those who fail this test are enveloped in darkness, crushed into nothingness and only their soul floats to the surface.
Earth:
Fire:
Flora: --
Light:
Lightning:
Metal:
Necromancy: --
Sound:
Space:
Technomancy: --
Water: The mage is brought into a hidden room below the temple. Their bodies are marked with a special bioluminescent paint composed of deep sea algae, the markings an indication of their inner current. They must then submerge themselves into an ever-deep pool of frigid sea water. The mage then begins to seek until there is no light from the surface visible. Regardless of how far submerged they are, the mage will continue to sink until the trial is over. Souls may or may not float to the surface, depending on how long they were in the water.
Wind: The mage is in a room with a raging wind that will cut into flesh upon contact. The trial proves endurance and evasive ability. The pattern within the storm is not foreseeable, it is ever-changing and completely random, adjusting to challenge the mage. Those who fail the trial are often found in shreds.
War: Chosen by the patron god, the mage will be tasked with a mission that would be deemed impossible for the normal mage. The challenge depends on the god's muse.
Time: --
Festivities: --
Sky: --
Plague: --
Military
Arcane
-Arcanists:
-Watchers:
-Magebreakers:
Dark
-Umbral Sentinel:
Death
Reapers:
Earth
-Crystalline Sentry:
Fire
-Phoenix Guard:
Light
-Radiant Defender:
Lightning
-Dragonscales:
Necromancy
-Cult of Undeath:
Space
-Acolyte:
Water
-Sirens:
Wind
-Windsurfers:
War
-Unnamed:
Life
-Sanctioned Guard:
-Beast Tamer:
Champion
Blood: Usually unknowingly, the user who has committed many a murder will develop a fatal blood clot. In order for the next champion to be chosen, they must selectively cut around where the clot is without bleeding out or dying to the clot. Those who knowingly attempt it usually make an incorrect incision and bleed out.
Dark: Chosen by the patron god of the element, the mage is brought into an ebony lined room with a large rectangular pool of what appears to be black water. They must enter the pool and submerge themselves fully and be tested by the domain. The mage upon entering feels a sudden pressure from all around, forcing air out of them and choking them, forcing the mage into a suffocating darkness with no escape until after the trial. Those who fail this test are enveloped in darkness, crushed into nothingness and only their soul floats to the surface.
Earth:
Fire:
Flora: --
Light:
Lightning:
Metal:
Necromancy: --
Sound:
Space:
Technomancy: --
Water: The mage is brought into a hidden room below the temple. Their bodies are marked with a special bioluminescent paint composed of deep sea algae, the markings an indication of their inner current. They must then submerge themselves into an ever-deep pool of frigid sea water. The mage then begins to seek until there is no light from the surface visible. Regardless of how far submerged they are, the mage will continue to sink until the trial is over. Souls may or may not float to the surface, depending on how long they were in the water.
Wind: The mage is in a room with a raging wind that will cut into flesh upon contact. The trial proves endurance and evasive ability. The pattern within the storm is not foreseeable, it is ever-changing and completely random, adjusting to challenge the mage. Those who fail the trial are often found in shreds.
War: Chosen by the patron god, the mage will be tasked with a mission that would be deemed impossible for the normal mage. The challenge depends on the god's muse.
Time: --
Festivities: --
Sky: --
Plague: --