Category:Koriel
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The Blessing of Koriel
The Blessing of Koriel allow domination of the seas, from navigation, to controlling the power of water, to the use of magical auroras. U'frek has always been fascinated by Biqaj life on the sea and in some ways the Blessings he provides seem too perfect a fit for these people. Yet, while this may be the case, non-Biqaj can also benefit greatly by these blessings to a point where they can contest the seas with the Biqaj.
Those bestowed with these Blessings will find themselves given a subtle 'aura' of a color (which varies from person to person) that rises from their body like steam. The color of the aura grows in saturation as the user progress from Favored to Adored and finally to Exalted. Further, those who are favored will find a separate aura spinning about their feet. This will allow them, at Favored, to take a few steps on water without splashing in. By Adored level, the user will be able to obtain enough buoyancy in their feet to easily walk on water for 100' (31m). For those who reach Exalted, they are gifted the ability to walk on water for as long as they have energy to do so.
Favored
Ability Name | Ability Description |
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Four Pointed Star (Minor) | Activation of this skill will cause a silvery aurora to rise from the user upward to the sky. This will highlight certain stars in the sky that appoint the directions of a compass. This will only work at night time. |
Wave Crash (Minor) | This ability allows the user to summon a 15' (4.6m) wave in one direction and can choose the time the wave crashes. The user must rest for a few trials afterward before attempting to use the ability again. At Adored, this ability can create a wave as high as 25' (7.7m) and at Exalted, 100' (30m). |
Seafarer Skills I | The character is granted an extra three skill points which may be spent only on the following skills: Navigation, Seafaring, Swimming or Woodcraft. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses. |
Sliding Current (Minor) | The ability allows the user to manipulate a small area of water to move at running pace, the size of a large ship. This ability is particularly useful in calm winds. The ability will work for a full trial. The ability can also be cast on bodies of water of other ships, given they are within 400' (121m), to speed them up, slow them down and if there is little wind, send them backward. This is especially useful during pursuits. This can be used once a trial. |
Healing Aurora (Minor) | The user who uses this ability will find a blue aurora streaming out from their body to encompass, either an individual in need of healing. The aurora will surround the individual and slowly heal minor wounds. The same ability can be used to repair small holes in the ships hull. This can be taxing on the user, making them feel drowsy after use. |
Desalination | The user can convert a half-barrel of salt water into fresh water. It involves first collecting the salt water and placing one's hands into the water. A white 'Aurora' flashes through the water and then outwards, carrying with it long tendrils of fine salt caked together and let drop elsewhere in large chunks. This can be done once a trial. At Adored, this is increased to six barrels and at Exalted, to twelve. |
Fog of War | The user with this ability can fill the air with a misty aurora that swirls from their body. The mist will cover an area 400' (121m) in all directions to conceal themselves. One can see into the fog only 20' (6m) or so at Favored. At Adored, the fog can increase to 600' (183m) and the blessed can see and navigate through it entirely. At Exalted, the size increases to 1000' (305m). This can be used once a trial. |
Water Bubble (Minor) | A thin hemispheric protective layer of water can be cast by the user around the size of a small ship at most, but can be smaller. The water spins at such high speeds, it deflects thrown or shot missiles, such as crossbow bolts or arrows. Anything larger than a bolt/arrow will still do the same damage, if launched with force. This can be used twice a trial and lasts for thirty trills. |
Barrage | This ability allows the user to cast small 1' (0.3m) diameter hemispheres of water, from a chosen source, towards a victim as far as a hundred feet away. The damage is akin to getting struck by large rocks. At Adored level, the diameter of water increases to 3' (1m) and at Exalted, to 9' (2.7m). Several can be cast within one break. |
Adored
Ability Name | Ability Description |
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Sky Map (Moderate) | Activation of this skill will cause a silvery aurora to rise from the user upward to the sky, during either daytime or night. This will highlight a map of Idalos in the sky, revealing the location of the user within it. |
The Following Wave (Moderate) | The user can now turn a regular Wave Crash ability into a wave that can follow a selected target, also known in the Meridian Main as 'The Following Wave' phenomena. This ability lasts |
Seafarer Skills II | The character is granted an extra six skill points which may be spent only on the following skills: Navigation, Seafaring, Woodcraft, or Swimming. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses. |
Rapid Current (Moderate) | The ability allows the user to manipulate a large area of water, encompassing that of several ships, to move at the pace of a cantering horse. This ability is particularly useful in calm winds. The ability will work for a full trial, but requires maintained focus to keep working. The ability can also be cast on bodies of water of other ships, given they are within 600' (183m), to speed them up, slow them down and if there is little wind, send them backward. This is especially useful during pursuits. This can be used once every two trials. |
Savior Aurora (Moderate) | The user who uses this ability will find a blue aurora streaming out from their body to encompass an individual in need of healing. The aurora will surround the individual and slowly heal major wounds. This ability can encompass the size of a medium ship and repair damage, from holes in the hull, cracked mast and shredded sails. This can only be used once every trial, but lasts around half a trial when used. |
Vortex (Moderate) | The user can create a vortex of water that can scuttle a medium sized boat, or spin a large ship about. Range is 600' (183m). This can be used once a trial and lasts for around a break. |
Water Adaptation | This ability allows the user to adapt to U'frek's domain, breathing underwater becoming an ability they can use to their advantage. As well as this, it allows races that could already breathe underwater to adapt to any kind. A Mer that has never been in fresh water, for example, will be fine for the duration of this ability. It lasts for a break. |
Water Shield (Moderate) | A thick hemispheric protective layer of water can be cast by the user around the size of a medium sized ship or smaller. The water spins at such high speeds, it deflects cast and launched projectiles, such as magic projectiles and cannonballs. This can be used three times in a trial and lasts for a break. |
Calming Waters | This ability requires the user to cast a cool blue Aurora in all directions. The seas and winds around the vicinity of 100' (30m) will be made calm and silent, despite whether a storm still rages around. This can be used once every two trials. This lasts for one trial. If the winds or waves are summoned by magic or a marked, this ability will not work. |
Exalted
Ability Name | Ability Description |
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Show Me the Way (Major) | Activation of this skill will cause a silvery aurora to rise from the user to find their desired destination. The aurora then enters the user again and grants them the ability to perfectly travel to their destination, maintaining this sense for three trials. This ability can be used once a week. |
Water’s Companion | The Exalted is given a large water spirit as a companion by U’frek that appears as swirling faces in ever churning water. This spirit allows the user to cast many of their water abilities on land by manifesting itself, needing only to replenish with any source of water or during rain. But its hallmark ability is the power to transform into a ship for the Exalted. This ship will seem to gleam and cut easily through the water. It will move regardless of wind and has maneuverability unheard and unseen in shipwrights. Legendary ships like these are mentioned, shifting through the mist and threading between dangerous reefs. As long as the spirit is manifested as a boat, it cannot provide any other service to the marked. |
Seafarer Skills III | The character is granted an extra nine skill points which may be spent only on the following skills: Navigation, Seafaring, Woodcraft, or Swimming. Any skill points granted by this Mark can break the 250 (or 100 if fast track) point cap on skills. Within these skills, the points may be spent how the pc chooses. |
Breakneck Current (Major) | The ability allows the user to manipulate a large area of water, encompassing that of several ships, to move at the pace of a galloping horse. This ability is particularly useful in calm winds. The ability will work for a full trial. The ability can also be cast on bodies of water of other ships, given they are within 1000' (305m), to speed them up, slow them down and if there is little wind, send them backward. This is especially useful during pursuits. This can be used once a trials. |
Miracle Aurora (Major) | The user who uses this ability will find a blue aurora streaming out from their body to encompass an individual in need of healing. The aurora will surround the individual and slowly heal mortal wounds. This ability can encompass the size of a large and repair damage, from holes in the hull, cracked mast and shredded sails to immaculate condition. This can only be used once a trial. |
Maelstrom | The user can create a maelstrom of water that can scuttle a large ship, or several small ships. Range is 800 feet. This can only be used once in several trials. |
U'frek's Cauldron | Like the dreaded oceanic phenomena of the Sev'ryn Main, the user can heat a large body of water the size of several ships long and wide. While a ship may not undergo great damage from the spluttering, boiling water and fumes, a crew of people will not escape without being melted to death. This can only be used once in several trials. |
Champion
Ability Name | Ability Description |
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Bloody Tempest | This ability is only provided to those who are U'frek's Champions. The user will cast an Aurora of red in all directions. The seas from horizon to horizon will turn to red, like blood, and grow into a great storm. Waves will rise 100' (30m) and flip anything sitting on the water's surface, except for anything within the general vicinity of the Champion (to the extent of the size of a large ship). Maelstroms will open and close like great mouths, consuming ships of all sizes and sending them down to the bottom of the sea. This can only be used once in several trials. |
U'Frek's Fists | This ability is only provided to those who are U'frek's Champions. It allows the user to cast a green aurora onto a body of water causing it to manifest into two large hands of water, the size of 100' (30m). The hands can be used to deflect projectile weapons and some types of magic, can be balled into fists to crush and can be used to even pick up things to be thrown or taken under water. This can only be used once in several trials. |
The Curse of Koriel
Hated
Bait
A Hated of U'Frek is not welcome on the waters the Immortal spends most of their time. Provided the Hated never ventures near a body of water, they should actually be able to live fairly easily with this curse. However, anyone who ventures out on a sea or body of water will find they are followed by every predator of the deep. The Hated draws predators toward them from miles around once they are away from shore, some even crawling out of the water to attack the Hated. These creatures cannot be dissuaded and don't seem intent on eating the Hated more than utterly obliterating them.
Despised
Territorial Aura
For one despised of U'Frek, a silvery-black aura floods form their mark to wrap and curl around their body. While it cannot be directly touched, it can freely roam to any part of the marked's body like an undulating snake. It often rushes aggressively at those who get near the Despised and frequently at the Despised themselves, but with no force or body to hurt them it is only cool salty air. This all changes with water. When this aura gets a hold of water it begins to condense. It devours the water it can find, often attempting to snipe it from the lips of the despised as they try to drink. While the aura can't venture from the body of the Despised, it can devour any and all water on the skin, clothes, or hair of the Despised. Once it has water, it condenses into a much more dangerous problem. When it has physical mass it will often use that mass to attempt and strangle the the Despised, suffocate, bite, or otherwise harm them and anyone else around. While the water dissipates fairly quickly from within the aura's body, a few bits is all it needs to do some serious damage to the Despised. When in the presence of a positively marked of Koriel, this aura will leave the Despised to defend the Koriel as close as possible. Only in the presence of a Koriel interested in helping the Despised will the Aura become docile.
Condemned
White Curse
The Condemned of U'Frek are soon to find themselves in an early grave. Reserved for only the most hated of U'Frek's foes, the Immortal curses the Condemned to slowly, within the course of a Cycle or two, become a kind of aura themselves. The Condemned are drawn to the sea where all other curses are washed away from them. The aura that curls around their body suffuses into their skin and begins their transformation. By the end they become a new kind of aura, a white mist that floats out across the sea, a slave to the wind. A Condemned is perfectly aware within this mist but only able to form faint illusions within its mass. No wind blows within a White Curse, but the wind outside will move it along the ocean's surface. In a whirl, lost with no control, it is easy to soon go mad in this state. U'Frek, not without mercy, allows this phantom to temporarily banish their curse for a single Trial, once a Cycle, if they are offered water freely by another person. So the Condemned, the White Curse constantly tries to gain the attention of sailors who have the misfortune of sailing into their body. Immune to damage while in this form, a White Curse is effectively immortal, between life and death, only slayable when they retake human form.
Should the Condemned ever start to blow up against a shore they will only blow along the shore briefly before the wind changes to blow it out. A Condemned is never at rest, forever a prisoner to the sea.
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