Orcahli'Vor

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Contents

Information

Appearance

The Orcahli'Vor is an extremly thick and heavy grimoire. The cover is made of crimsom leather, the corners heaved with bronze plaques. In the middle of the cover is the figure of a four-armed female Naga, possibly a representation of Searith, her eyes being two small and fine emeralds.

Content

The Orcahli'Vor is a book about (in order of appearance) Poison Craft, Alchemy and Golem Craft. The first two portions of the book contain various formulas and methods, and shortcuts to arrive to a certain and given product. The last third of the book is mostly holding blueprints and detailed and strict procedures to follow.

Avaibility

This book is unique. There is no transcipt or copy to be found anywhere. It is in the posession of the Dalmarite Machinator Var'doegh Elcahl; its author. It is written in the alphabet of the Drow, which makes the possibilities of a non-Drow understanding it very slim. An Unem'Ri'Ku (see below) locks the cover firmly.

Chapter I, Poison Craft

Some of my memories were clouded in the beginning, but surely and slowly I managed to gather them all back. I recalled various formulas I thought gone.


These toxins take their effects when ingested, inhaled or when directly coming in contact with the bloodstream of the target.

Lutphor

The simplest toxin anyone can think of; meant to make someone feel sick and gives them the urge to throw back out whatever they hold in their stomach. It's yellow in color, with a light touch of brown; it could maybe be confused with honey or caramel. It has a texture similar to the latter, only more murky. Whoever inhales of ingests it will feel its full effects.

OOC: Affects after ingestion or inhaling
Takes two turns to take a full effect, which lasts two turns

Korishoeb

A purple, velvety texture. A real pleasure for the tongue, while you can taste it. It affects the target on all three domains, but is strongest when ingested. Causes a fall of counciousness, very similar to slumber. Those who only inhale it will only feel very, very sleepy.

OOC: Affects after ingestion, direct contact with the bloodstream or inhaling*
Takes a gradual three turns to take a full effect, which lasts five turns
*:Will only cause heavy drowsyness

Zhenutrema

One of my masterpieces. Fluid, and of a bright green. The effects are random, to a certain extent. One thing is sure however: it causes the target to hallucinate... things. It all depends on what is the most horrible thing that lurk in the back of their minds, I suppose.

OOC: Affects after ingestion or direct contact with the bloodstream
Takes three turns to take a full effect, which lasts five turns*
*:The target will hallucinate his/her phobia, see a deceased loved one, et cetera. The effects vary from one character to the other. Subjective effects.

Saekester

A truth serum, to put it simply. It will numb the mind of the target and force him/her to speak the truth, and only the truth. It is as clear as water, and is as odorless or tasteless.

OOC: Affects after ingestion or direct contact with the bloodstream
Takes two turns to take a full effect, which lasts two turns

Nasulen

The blinding toxin. Whoever ingest it will lose his or her sight for some time. If its vapors are inhaled, it will irritate the eyes beyond what is supportable, blurring the vision entirely. As black as Suirikin ink.

OOC: Affects after ingestion, direct contact with the bloodstream or inhaling*
Takes a gradual two turns* to take a full effect, which lasts three turns*
*:If inhaled, the effects are immediate, but last two turns

Erothshar

Another of my masterpieces, and my favorite. I suppose it is an amelioration of the Saekester for it has the same basic effects: complete loss of free will, and obediance. The latter word is the keyword. The target will be under total control of the first voice he or she hear, and will do what told (except actions directly lethal to their own life); even completely forget some details, if asked. Grey in color and thick in texture.

OOC: Affects after direct contact with the bloodstream
Takes two turns to take a full effect, which lasts four turns*
*:After this delay, the target simply returns to normal and does not remember what happened; if ordered so

Jath'lanuri

Glutonny enclosed in a vial. Orange in color and fluid in texture. Convenient for light torture. Once ingested, its target will be victim to an insatiable hunger, which will only be lifted when he or she bites into something edible, and eats it. If the urge cannot be quenched in a reasonnable delay, the target faints.

OOC: Affects after ingestion
Takes two turns to take a full effect, which lasts as long as the target does not eat*
*:If after six turns he/she did not, he/she faints

Flagrajiv

This one... this one is, simply, one of the best things I have ever came up with. The perfect tool for torture. Red as blood, but as liquid as water. Will run and spread through the blood vessels of the victim like a wildfire; with that exact impression. Will cause a tremendous and lasting pain, as long as the antidote is not given. Of course, over time, the effects vanish... but oh, so slowly.

OOC: Affects after direct contact with the bloodstream
Takes a gradual four turns to take a full effect, which lasts as long as the antidote is not given*
*:The full effects last six turns, after which they slowly vanish, during four turns

Naujvun

Probally the opposite of the Flagrajiv. A dose of this will tune down any type of physical pain. Over time, however, the effects are less... effective.

OOC: Affects after ingestion or direct contact with the bloodstream
Takes two turns to take a full effect

Chapter II, Alchemy

Sus'jiar

Small and thin, and can easily fit in the bottom of your hand. It is but a mere wooden stick, with a round head dipped in a chemical mix. When quickly stroked against a rough surface, the head flares up and a flame is created.

OOC: Think of this as an average match

Yoribat'eb

A mere little sphere made out of metal, about the size of a hen egg. At one pole is a small hole, in which a short fuse is inserted. Inside the sphere is a special mix of powder and herbs which, at the contact of a flamme, will immediatly release a thick cloud of smoke. This fog covers a 3x3x3 meters area. While it impairs the sight, it does not seem to impair breathing so much.

OOC: A.k.a. smokebomb

Drejalg'ca

In short, a potion that has to be put in contact with the target. After coming in contact with the ambiant air, this substance will freeze and frost whatever it is on.

O'gotrita

A light golden goo, which when applied on a wound will slowly but surely heal it - often in a delay of one or two days, when applied regularly. Broken bones are an option as well, but by what I saw it lasts from three to four days, and the pain is extremly intense. Unrecommandable for the latter.

Latml'en

This potion allows the one who ingest it to see in the darkness like a Drow would. They are able to discern shapes as clear as they would in the day, but they cannot discern the colors at all.

Orbur'ac

On a physical description it is more or less a white, grey paste similar to the icing some Celdinites used to put on their pastries. Will glue to a wall, and keep glued to it whatever comes in contact with it.

Klucussunir'enith

Klucussunir'enith is a general term including various products that I could consider as masterpieces of my research.

They are small tubes made of a certain material, usually wood or imported Suirikin paper. At the bottom end of it is a fuse which reach deeply inside the tube, to ignite and flare up the chemical components. The said components are various powders which can vary from a Klucussunir'enith to another, at my fantasy.

When the flame ignits the powders, the full power is unleashed. The tube will literally blast up in the air - or wherever you aimed it at. I calculated however, that the trajectory it takes is often extremly random. After a certain time, the container will powerfully explore in a wide "web" of flames.

These strands of fire are extremly dangerous, for I already saw them touch the roof of a building and set it ablaze. For sensitive ears, be warned: when a Klucussunir'enith is launched, it will make a very loud whistling noise untill it explodes in a loud thunder clap. I have never looked at the container explode (only at the result of the explosion), but I suppose the bright lights would be enough to blind one suddenly if they were in thick darkness.

OOC: A.k.a. fireworks, or very, very experimental rockets

Chapter III, Golem Craft

Golem Craft is an extremly difficult art, that is not given to everyone to master. Be it either by lack of time, or lack of patience, or lack of funds for this art costs a lot. Thankfully enough, I have had and still have various generous suppliers.

The Golem itself can, obviously, take the shape of the forgewrought kin - however this is not what I think when I say or hear 'Golem'. For me, a Golem is no more than one or a set of gemstones, imbued with a certain ammount of mana and other things, such as a Signature. A Signature is unique to each and every living soul - no one has the same. Of course, members from a typical race may share some proprieties of this Signature, but they will still be extremly different from one individual to the other. This is why Golems, as I will make them, will only be commanded by one or two persons.

A Golem must also be infused with typical and specifical properties. Alone, a Golem is of absolutly no threat. However attach it to the object it was meant to be attached to and it can be extremly dangerous - or convenient, depending onto how you may see it. As said however, even if it is attached to the item it was meant to, the chance that someone else activates it (without being its master) are very slim. Next to non-existant.

Mrianth

Probally the simplest thing one could come up to start and eventually go further ahead in the subtle arts of Golem Craft, as I made them. Mrianth usually come in pair, maybe more, but there is always more than just one, ideally. They are nothing but mere rings on first glance, crafted of whatever material. A gemstone of a decent value is encrested on each rings, which are all assigned to at least one Signature.

When the one bearing the Signature and the Mrianth activates the Golem, the gemstone will start to dimly glow of a bright color, in pulsations. All other Mrianth who were assigned the same Signature will do the same, regardless of distance.

A simple signal.

Unem'Ri'Ku

An Unem'Ri'Ku is but a single precious stone encrested in a plaque of whatever metal, which should be afterwards put inside a door for it will act as the safest of locks. Not a thief can pick it, for it will only open to the touch of one who holds the assigned Signature. With a simple word, it will lock itself again automatically.

So to put it simple, this Golem is a lock.

Lutyr'Dae

I have a seen a similar contraption be used by the few forgewrought walking around Greendale, in the past. I suppose they are the ones who inspired this product of mine. In a whole, a Lutyr'Dae looks like a large bracelet of steel that runs from the wrist to the elbow of its wearer. Two gemstones are encrested in it, anywhere.

When activated by the one holding the designated Signature, it will launch foward a small bolt, about half the size of a crossbow bolt, but as sharp and with a similar deadly velocity.

A Lutyr'Dae can hold up to five bolts at a time, and it does not need to be cranked like a crossbow does; it reloads automaticaly and is ready to shoot again with a simple twist of the arm. However, it needs to be manually loaded with additional bolts once the five are fired.

Ves'Ven

A Ves'Ven is a lightly modified version of the Lutyr'Dae. It has the same functions, to a certain extent. The appearance is the same, except that there is only one gemstone.

The first version, when activated, will make four long claws of steel thrust out of the knuckles. The claws are very fine and sharp, easily cutting through about whatever material. The claws could possibly be replaced for a blade, making it some sort of katar. The second version is similar to the first, only this time the claws are shorter (but as sharp), and are located at the fingertips of the gauntlet. The term 'claw' is now more literal. On a simple command, the sharp objects will retract back in the gauntlet.

Sagun'Kor

Truly, a wicked invention yet probally the first and simplest step to reach further humanoid forms of Golems. A Sagun’Kor is, in its inanimate form, what could be confused to an imcomplete set of oversized plate armor. Pauldrons, arms, legs, spine and helmet are all there, but where the chestplate would be, there is no protection at all. There is but a simple reason to this: this is where the fuel is placed.

Now what the fuel is? A living person. His or her four limbs are attached tightly to each of the Sagun’Kor’s, disabling any possible movements and rendering this person totally defenceless. The Sagun’Kor feeds itself on the mana of this person to functionate properly, as well as the few stocked up in its gems, and the one scattered in the air around. The person locked inside the Golem however has absolutly no control over it. He or she, is a mere battery. The Sagun’Kor obeys its creator, and its creator only.

A special attribute, would be that spells wouldn’t affect the Sagun’Kor or its ‘battery’ unless they are very complex. If they are simple in nature, they will be absorbed to feed the Golem’s movements. Such spells must involve gathered energy, like fire, water or arcane magic. "Physical" magics, like wind and earth, affect it normally.

A Sagun’Kor can do remotly anything a normal human could. It can use weapons and fight, but use little to none defense at all; rarely a shield to cover its precious battery.

Once activated, there is only three ways to make a Sagun’Kor stop. The simplest way, is for its master to command it. The second way is to shatter the main gem of the Golem, which orders each movements of its artificial body. Yhe only problem with the latter option is that this special gem is located directly behind the heart of the ‘Battery’, which leads to the third mean: kill the person locked inside the Sagun’Kor’s chest.

The "life esperance" of a Sagun’Kor is based on the endurance and ammount of mana contained in its captive’s body. A commoner would make it last for about three hours, before dieing (note that after the second hour, he or she will pass out). A mage however would likely keep it alive for an entire day.

Us'Kyor

An improved version of the Sagun’Kor. Usually coming in pair, it relativly works in the same way, and has the same attributes of resistance and strenght as the Sagun’Kor. However, there is a few major differences with its big brother.

The Us’Kyor is as tall and large as a Sagun’Kor, formed and built with the same materials at a few exeptions. There is no need of a battery for the Us’Kyor, for they do not work permanantly and when they are activated, will unlikely work very long and thus exhaust their energy. When it is still, an Us’Kyor looks like a tall and broad statue of stone. Nothing else, nothing more. It is usually not equipped with a weapon, for they will rely on their brute strenght alone.

An Us’Kyor has two functions: capture and neutralize. Usually, an Us’Kyor will be stationned at one precise point--likely nearby a narrow opening--and there it will remain utterly still. It remains immobile untill someone walks nearby, in a radius of thirty feet. For it to do so however, the person must have a Signature that the Golem wasn’t assigned to. If the Us’Kyor is activated by error, its master can deactivate it by a simple order.

Once activated, the Us’Kyor will move in to the intruder, usually in an unatural silence for its size and width. When the target comes at arm reach (and is still likely oblivious), the Golem will wrap its massive arms around the target and pull him or her against its massive body, tightly. There, the same process as the Sagun’Kor takes place: it will start to drain the mana of its prisoner, however at a much quicker rate. It will usually take five to ten minutes for the caught intruder to faint, after which the Us’Kyor releases it for someone to later pick it up, and then returns to its former post to resume its guard.

They are as resistant to magic as Sagun’Kor are, exept maybe that they will be unnafected by wind related spells due to their immense weight. Therefore, only earth magic usefully affect them. The main gemstone, the "Heart" persay is located in the same place the Sagun’Kor’s is, only it is protected and encased in a thick shell of metal and stone.

Faekuge

A little wonder roughly the size of a gold coin. This Golem is, to the eye, but a mere gemstone. Its true power however resides in its extremly high resistance to mana bending; or shall I say its immense hunger toward it. Hurl a spell to it, and it will instantly fade away to "feed" the Faekuge. So far, I've not noticed a particular family of spells that can bypass this aspect of this Golem. Arcane is especially weak to this Golem, since it is but pure mana.

However, the Faekuge has its limits. If it absorbs one spell above its limit, the effects will be extremly hazardous for everyone around and its carrier. It could either just shatter and break, or it could also literally explode in a dangerous burst of released magical energy. It could also, if it is wore by a certain individual at the moment, turn this person insane or even instantly kill him or her.

Speaking of a wearer, he or she would not be able to cast any spell while wearing a Faekuge. As soon as this mage starts to gather energies, it would be gradually absorbed by the Golem which would most likely be very nearby.


Thrityhor

The newest model and the best yet. The ultimate war machine, as far as I am concerned. It is as tall as two men (if not three), probably as big as Selnic's gates and as powerful as a personal army can get. It takes a lot of time and effort to make a single model, but oh, the efforts are worth it when you see this "little" wonder come into action...

It is modelled after one of the beasts that once ravaged these lands in one of the past wars; the Cyru, I believe. This monster is as deadly as the creature it was based on. The claws can easily pierce through your average armor; if it can't, it will most likely send its wearer soaring into a wall, or simply crush it to the soil. The shell of the Thrityhor is extremely thick, which renders it virtually invicible to physical strikes. The heavy armor it wears slows it down, however; but its power compensates for that flaw.

A Faekuge is encrested in the middle of its chest, meant to parry magical threats and "feed" the Thrityhor in additional energy as well. The thing is so massive that nearly no kind of magic can affect it, as any mana in immediate surroundings will be absorbed to feed the machine. It does not seem to extract mana out of living beings, however, which is strange considering every previous models did. I do not understand this detail.

The sole default is that the Faekuge is located right in front of what we could call the "rib cage". And therefore, if it somehow explodes, the "Heart" will be blatantly exposed. The chances of this happening, however, are very slim. Plus, I have witnessed a mage fire a spell, one day, that instantly made the gemstone explode to bits, creating some sort of a backfire effect. I have not yet discovered the cause behind it; but the odds of finding another mage so competent are extremely slim.

Brute strenght, resistance and complete obediance incarnated in steel, cogs and claws. The most perfect soldier this world probably ever had the chance and misfortune to witness.

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