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[ The Spiritblessed ]

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- THE -
-= S P I R I T B L E S S E D =-

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Throughout Altera, elementals of various types, sizes and abilities have waged war with one another for long enough they have aided in shaping the very lands Alterans call home. Some are drawn to those who call themselves Animancers, accepting pacts and bargains in exchange for more power. Others seek to bond with mortals more directly, finding themselves a host to remain within for security as they strengthen. Those who find themselves possessed by such entities are known through the lands as the Spiritblessed.

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BECOMING SPIRITBLESSED
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The process of becoming Spiritblessed varies greatly from one individual to another, be it a willing act or a forceful possession in a moment of weakness, and is called Bonding. Elementals generally remain in areas that are suited to them, and so long as an individual remains within this area they are susceptible to being made into a host to an elemental. Vyres, Mages, and those Divinely Blessed are able to be Spiritblessed (though it is not recommended for Vyres to be Fireblessed).
Those not in control of their emotions (bouts of anger, outbursts, etc) are vulnerable to Elementals, finding their way in through the conflict and haze of an unclear mind. Purposely seeking them out requires concentration and greater control of their emotions, to better understand and communicate with the entity they hope to work with. As a player, you may work with whatever seems more enjoyable, so long as it works within the confines of the lore here. Characters must be 12 years or older IC in order to become a spiritblessed. There are no rolls or profiles required, though there are no longer any ranks in this system. Below are some areas various Elementals may prefer, though other thematic locations may work:
FIRE | Fireplaces, Bonfires, Ashlands, Forest Fires
WATER | Oceans, Lakes, Rivers, Swamps
AIR | Clifftops, Mountains, Coastlines, Open Plains
EARTH | Rock Formations, Mountains, Ashlands
SHADOW | Caves, Underground, The North


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UNBONDING
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The process of unbonding is to purge yourself of the elemental that has taken hold, and to break any bargains or connections you might have had. The process of unbonding is a mental one, and will always leave its marks. Animancers may offer an Elemental power to draw it out and move it on, or an individual may directly expose themselves to their elemental’s weakness to force it to separate from them. How intense this is is at player discretion, as it is a choice of the player. Unbonding offers varied effects, you may pick one or more of the listed:
FIRE | Flames flicker out from the body as the character feels as if they are burning, and the individual will suffer from an ashy cough and a sensitivity to heat and flame for several days. Some find parts of their body with red vein-like scarring, or burn scars.
WATER | Water purges itself from the lungs after the character feels themselves almost drowning, and the individual will cough up water occasionally for several days. Some find parts of their body are marked with faint scale-like scars, or pale patches of skin.
AIR | Air leaves their lungs, leaving a character gasping for air and weak, and the individual will feel a sense of vertigo and breathlessness for several days. Some find parts of their body are marked with feathery scars, or weaker lungs.
EARTH | Earth grounds them, their bodies bruising and weakening, and the individual finds that they are easily bruised and clumsy for the next several days. Some find parts of their body remain grey in colour, or a loss of muscle mass.
SHADOW | Shadow pulls all warmth from their body, and the individual finds themselves always cold and sensitive to light for the next several days. Some find themselves full or partially blind, or marked with dark veins over parts of their bodies.


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