Flow storms were the magical equivalent of hurricanes in the Shadow World setting, the result of severe imbalances in the flows of essence. These were caused by backlashes of excessive power, including collapsing portals and celestial alignments. Though there could be idiosyncratic, strange effects unique to any given storm, they typically had severe winds and elemental disturbances. They would often cause random portals to form in uncontrolled fashion, whether unstable voids or shimmering tears in the fabric of reality. If they were to anchor on a powerful source of energy, they had the potential to swell up to great sizes, potentially becoming permanent rather than dissipating over weeks or months.
They were extremely dangerous for anyone attuned to the essence. There was even an archaic story of Cay (Kai) and Z'tarr (V'tull) being blasted apart from each other by a flow storm during the Wars of Dominion. Scalu (Sheru) was forced to retreat because of the storm caused by the Estrion incident. Flow storms were primarily an I.C.E. Age concept, at least in their most unbridled form. However, these have since become more common in recent years, with "mana storms" retaining most of these properties.
Due to the instability of the flows of essence, magic would become unreliable at best. The effects of a spell would be greatly reduced or severely amplified, or misfire, or result in a completely different spell entirely. While instability was a stated risk as the Confluence approached, this has yet to be seen modernly. The availability of mana may fluctuate wildly. It is possible for spells to be ripped off or dispelled, as well, which is an effect that still happens under the lingering storm over Darkstone Castle. When flow storms traveled below ground or through mountains, they were also known to cause earthquakes and volcanic upheaval. Whatever rifts or tears in the veil resulting from a storm had the potential of allowing extra-planar entities to have access to the world.
In the modern history of Elanthia there are still "mana storms", though they tend to be less immediately dangerous than flow storms. These often feature random rifting of adventurers to other locations, mass dispels, spikes and sudden drops of mana, bleed through of otherworldly phenomena, and invasions of extra-planar entities. There have even been overtly violent weather effects such as all of the mana in an area suddenly bursting into flames. The intense weather sometimes generated by the storms can spawn elementals, and Melgorehn's Reach once notably set the town on fire.
Examples of Mana Storms
- Darkstone Castle (anchored by unstable portal in Great Hall)
- Obsidian Tower (anchored by crystal sphere, using Estrion's Staff)
- Drake's Shrine (anchored by Eye of the Drake, no longer present)
- Talon Isle (anchored by glass orb on artificial altar of Charl)
- Melgorehn's Reach (Althedeus incident, Ithzir incident; celestial alignment, portal/temporal/planar in nature)
- Felstorms (Teras Isle, Maelstrom Bay incident)
- Celestial Alignments (Melgorehn's Reach; The Red Forest)
- Planar Intersections (DragonRealms phenomenon; The Confluence; Melgorehn's Reach)
- Energy Maelstrom (Spell 710)
The following are excerpts that illustrate some of the properties of mana storms as they have existed in GemStone IV.
The lingering "mana storm" over Darkstone Castle was caused as a backlash by the attempt of Estrion to open an unholy gate to Charon (Lornon) so that Scalu (Sheru) could freely walk the earth, unhindered by the usual restrictions on deity avatar presence in the I.C.E. Age source material. These storm effects exhibit some of the classic "greater essence focus" symptoms. The flow storm over the castle originally caused physical damage to characters, and played chaos with magic by cloning the spell casting system separately in each room, but this feature was removed decades ago.
Dark flames arc toward the ground, their frightening, reddish-gold glow throbbing with unspeakable power! All around you, the sound of bells pealing wildly assaults the quiet. The ground undulates beneath your feet for several seconds. Horrified screams suddenly pierce the air, as every soul ever claimed by the demonic seems to rip the very fabric of your sanity with their agony. High above the old castle, a gaunt figure appears, extending his long arms toward the skies in a gesture of summoning. The clouds overhead converge, and the strange spirit is engulfed in flame, leaving no trace but insane cackling that lingers for several moments afterward. Deep rumblings vibrate through the ground beneath you, as the whole world nears apocalypse... or so it seems. A bolt of pure red light suddenly arcs down from the sky to bathe everyone and everything in an evil, bloody glow. The air around you flashes with an intense, pale blue light! For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light. Leaves, pebbles, and bits of soil pelt your forehead as a hot whirlwind pops up nearby! Thundering blasts of heat explode all around you! Bolts of lightning from the everpresent cloud overhead streak downward, lacing the air with delicate webs of energy. Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the energy surrounding you is weakening slightly. The [defensive spell] fades from around you. Bilious green fingers of energy streak toward the ground! The scent of ozone rains down from the sky in a thick wave of darkness that stings your eyes and leaves you gasping for breath.
Suddenly, the temperature drops dramatically, and the walls in the old castle vibrate with the sounds of bells pealing, whistles screeching, and drums pounding violently, relentlessly. The noise ends abruptly. Pale blue mists seep through the walls, settling like a malodorous cloak onto your clothes and skin. Hideous black flames leap down toward you from the ceiling, then dissipate, leaving no remnant but the foul stench of singed flesh. A brilliant bolt of pure energy flashes across the ceiling! Cold, clammy fingers of darkness reach out to caress the hair at the back of your neck, sending small shockwaves through your skull. Searing, pale blue light illuminates every corner of the room for an instant, then, just as suddenly, flickers into utter darkness for several seconds before all returns to normal. Or does it? Barely muffled blasts of thunder from somewhere above the castle rock every stone, every brick, every nerve in the beleagured old fortress. Deep rumblings, like the moans of a thousand tortured souls, lurch through the room and beyond, echoing through the old castle before fading into a dull, insistent hum. Coppery tasting bile rises in the back of your throat, as a wave of intense vibrations courses through the room. Tiny pinpoints of light burst just over your head! A wave of nausea nearly overtakes you, as the distinctive scent of ozone permeates the air. Shadows around you fragment and leap toward the ceiling then explode in a flash of energy that leaves you with a queasy stomach and cold sweat covering your forehead. A sudden chill races down your spine as you notice the floor pulsate beneath you for a brief moment. Chaotic flares of multicolored light rise up from the floors and skitter along the ceiling. The walls and floors creak under some gigantic weight as a loud, shrill whistle nearby causes you to hold your head in agony.
There is a great booming sound as of a bronze bell being struck by giants. Far beneath your feet it resounds in the earth. Again and again its metallic tongue cries out so that even the gods must hear it on distant Orhan. The din rattles your mind and numbs your senses and threatens to overwhelm your reason. Slowly the sound fades away leaving an echo in your mind to make you wonder if you still hear it or merely the memory of it. Echoing in the distance is the voice of a frightened child crying endlessly, alone and terrified. The sound comes from all directions and has no source you can locate. Finally, it dies away and is no more than a bad memory nagging at your mind. Your sight dims and a new image replaces the room you were in. An ominous black plane of broken and cracked rock stretches out forever under a sky filled with stars in patterns unknown to mortal lands. Endless rows of gravestones stand at crazy angles in uneven ranks across this landscape. There comes the sound of the earth rumbling and stones cracking and falling and, as you watch dumbstruck with horror, the graves begin to open and vomit out streams of zombies onto the cruel plains of death. The vision fades swiftly but the scene haunts you for hours.
Breath of Luukos
The "Felstorm" called the "breath of Luukos" was an unending "unnatural tempest" anchored off Teras Isle, which has souls trapped within it and was expanded toward River's Rest in 5112 Modern Era. Luukosians used it to rain foul creatures and abominations from the sky.
The wind speaks with a passionate voice, the voice of the damned souls that have been borne here from the swirling storm off-shore. Throughout the years the unnatural tempest has been known by many names. Sailors call it the Felstorm, or simply "the Squall", and you remember a mendicant preacher once mumbling something about "...the breath! The foul breath of Luukos..."
Obvious exits: east, west [Dark Palisade, Fissure]
Black volcanic rocks rise abruptly from the sea forming a wall against the furious tide. To the east, malignant clouds blot the horizon in a roiling storm front. Several fissures split the dark rock nearby, one looks as if it is dormant. The largest spits an almost constant geyser of boiling steam and black ash.
Obvious exits: north
The extreme power nexus that resulted from the artifice of Melgorehn's Reach also caused a planar vulnerability which allowed the Cross Into Shadows story arc. In the final struggle with Althedeus there were effects that could arguably be called a mana storm, beyond the blood rain that had been happening for months prior to his defeat. The disturbances in this case were temporal, with visions of the past and adventurers chasing Althedeus through time. The following may be significantly incomplete, and took place late into 10 Lormesta of 5115 Modern Era.
- Instabilities Around Town
Dark, chilling laughter echoes across the sky like a powerful thunderclap. Stars begin to blink out of existance, overtaken by large forms approaching in the distance. Streams of crimson bleed across the sky like jagged, dripping wounds A flash of crimson light flares in the distance. (these effects were probably Walkar's armor) Airships soar into view over Wehnimer's Landing, crimson lightning crackling around them as golems fall from the sky along South Ring Road! Shadows writhe and flicker along the ground. The shrieks and moans of those long dead resound around the exterior of Wehnimer's Landing! The air bends and shimmers, odd sounds popping and humming in the distance. Colors bleed away all around you and you feel a brief, but powerful sense of vertigo as your surroundings shift. (random teleportation effect) A low rumble echoes through the room making your hair stand on end. A single point of light flickers to life in the center of the room moments before erupting into a massive swirling vortex! (random temporal rift effect) Slowly, Lake Eonak shifts to black like living, writhing shadows. The stars reflected in its once smooth surface bleed away. A shadowy, bone-chilling haze settles over Wehnimer's Landing, flashes of crimson lightning arc within it as the moan of the undead echo around you! Shadows bleed through the night sky, suffocating the stars. Around Melgorehn's Reach, a crown of shadows slowly forms. The stars begin to fade in the sky as it darkens, blood dripping from the air. The stars soon return, glowing fiery red like a black banner filled with a thousand glowing crimson eyes. The shadows spread across Lake Eonak begin to bubble and twist. The shadows of Lake Eonak begin to slowly dry up, visibly shrinking.. The shadows of Lake Eonak shrink further and further....... The last of the shadows of Lake Eonak close up, returning the waters to normal, cutting off those who had traveled beyond.
- Under Melgorehn's Reach
- Blood Rain (generic weather at the time)
Blood trickles down from the grey skies. A sudden gust blows the bloodrain at you in a stinging attack. Sanguine rain soaks the area. Dark droplets of blood rain from the grey skies. Puddles of blood form along the ground as the blood rain continues. The sky is stained crimson as the blood rains down from the heavens. Blood oozes from the clouds high above, as if the very sky is bleeding. >look up
Blood rain completely obscures the sky.
- Melgorehn's Reach Summit (its usual "unnatural" clouding effect)
[Melgorehn's Reach, Lift Apex]
You are on a small shelf on the face of the mountain, very near its summit. The air is terribly misty and above you lurks the bottom of a cloud, looking strangely unnatural this near. The view of the lands below is spectacular and frightening at the same time. The side of the mountain from this point up is completely hidden behind an opaque wall of fog descending in plumes from the cloud above. You also see a wooden cab which is riding the wooden trellis and is presently parked at the level of the ledge allowing easy entry.
Obvious paths: none (inside) Suddenly a beam of moon light peeks through several tiny holes in the intricate ceiling and converges in a star pattern upon the altar. The light carries with it a strange shearing sound. The onyx of the altar begins to glow faintly blue. Suddenly the moonbeam ceases and with it the strange shearing noise it made. The altar's blue glow fades back to black onyx.
- Ithzir Incident - Grishom Stone / Return to Sunder
In late 1st Olaesta 5116 Modern Era, Melgorehn's Reach acted up again with more storm effects and temporal rifting, with runes appearing in the sky and a faint voice heard. The altar room at the summit would plunge into pitch darkness and had people becoming invisible, seemed to phase as well as movement appearing along the floor, and faint whispering could be heard in an archaic language. It would turn out this was the Ithzir language, and that they were only interested in conquest. The glasslike floor was their world, and the movement was temporal riftworms.
It would later become clear that Grishom Stone was making a deal with the Ithzir, taking advantage of a regular mana storming anomaly of the Reach to give himself access to their world. They acquired knowledge of his blood magic ritual for transforming children in floating cocoons to open extra-planar portals, and attempted to anchor themselves in this world with their floating obsidian pyramids acting as beacons. (These children acquired the Ithzir's mental powers.) This was ultimately unsuccessful and the portal closed when the storm was no longer feeding it.
The storm effects reflected the properties of their world Kol Tar'sken bleeding through into our own, and when the planes decoupled it unexpectedly returned the missing Hendoran outpost. The copper smell came from venting of veridian mists on their plane, and their sky was celadon colored. The firefly effect was also an environmental factor of their own world, which was crystalline and made of volcanic rocks. The constellations would randomly change into other patterns of golden stars. There was most likely bleed through from the Elemental Confluence due to the damaged nature of the veil, but no apparent connection to the shadow world. Temporal monsters slipped through the interplanar rifting, with huge breachworms raining from the skies.
A faint shimmer ripples in the air. A warm, copper smelling breeze stirs through the area. A light rain continues to fall from the sky. For a brief moment, the falling drops vanish midair, as the very sky seems to splinter for just a second. A clap of thunder resounds in the distance and the rain falls normal once more. The air hums with an unseen energy as pulses of dark blue lights flash in the distance. Many townspeople begin to hurriedly race back into town from the fields, and citizens scatter in the streets, rushing to their homes. Windows shutter quickly, doors slam shut. The wild barking of dogs can be heard echoing from a nearby street. Golden runes glow in the sky, drifting like particles of joined light, shifting and reshaping at the mercy of the warm wind that churns through the area. The sky grows restless, the black heavens suddenly splintered by streakd of yellow lightning. The sky is pierced by garlands of malachite-hued light that coils about like elongated serpents. A host of birds lift up from the tops of the trees in the Lower Dragonsclaw forest, scattering across the sky as streaks of yellow and emerald lightning dance across the heavens. A forest wolf runs in. A panicky rolton ambles in. A terrified velnalin trots in, snorting to announce his arrival! A frightened striped gak charges in, flaring his nostrils angrily! Streaks of green light blend across the night sky overhead, whorled about as if by the brush stroke of an artist. The air hums with a strange energy. A low rumble echoes through the room making your hair stand on end. A single point of light flickers to life in the center of the room moments before erupting into a massive swirling vortex! XXX is sucked into the vortex! XXX is sucked into the vortex! XXX is sucked into the vortex! The vortex pulls at you intensely as you lose control and are sucked directly into its depths! Time and space blur before your eyes, stretching and warping until... [Temporal Rift] Time and space seem to swirl around you. You catch brief glimpses of events both past and future. Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness. It is very cold here. Also here: XXX, XXX, XXX Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down The air is alive with a dull hum and the faint whispers of an archaic tongue. The air undulates with a dizzying intensity! The air crackles with potent energy! Ethereal energies buffet the surrounds shoving a wall of air before it! XXX flashes with a bright ethereal light! The air shakes and twists as waves of irreality wash through the area! The air hums with an unseen energy. Flashes of dark blue lights erupt in the sky, broken up by the dark silhouette of the Hendoran Outpost in the grasslands. Yellow lightning streaks across the sky. A wreath of green and gold energy dance around the highest peaks of Melogrehn's Reach like an ethereal crown. The air is filled with a pungent, coppery odor. Ribbons of ethereal light swirl along the peaks of Melgorehn's Reach. Strips of celadon and citrine light streak across the sky, twisting and coiling outward from the peaks of Melgorehn's Reach. Their brilliant light is eerily reflected along the glassy surface of Lake Eonak. Coils of brilliant energy swirl about the peaks of Melgorehn's Reach as thunder echoes in the distance. The sky flashes with a citrine light and suddenly the rain stops and the thunder quiets. The sky returns to normal, speckled with the pale glow of stars.
The Ithzir opened the portal by using the children cocoon method of Grishom Stone, except with the use of their own blue blood. The first time this was attempted was an experiment on the grocer's son Jimmy, who died and his body burst with riftworms, which kept showing up along with breachworms and temporal warriors as a side effect of the instability of the Reach. The ancient monolith on the Reach also had a krodera and veil-iron orb appear into existence at some point. The twelve-pointed star is a religious symbol of some kind worn by the Ithzir seers. The red crystal in the clip had been embedded in a woman's neck.
The ground rumbles again and a large yellow cocoon rises up out of the ground beneath the shadow of Melogrehn's Reach, slowly lifting into the stormy sky where it hovers hundreds of feet in the air. The ground roars and trees collapse in the Lower Dragonsclaw forest as a second large yellow cocoon rises into the sky, hovering in the air a good distance from the first cocoon. The ground ripples and tremors, and a third large yellow crystal cocoon rises into the night sky, floating up and away, hovering directly across from the first cocoon a good two hundred feet. The ground shakes and a fourth yellow crystal cocoon rises into the sky. The grounf trembles and two more yellow crystalline cocoons rise into the night sky, each one across from another, hundreds of feet apart, bathed in the shadow of Melogrehn's Reach. An cacophony of metallic voices carry on the wind, "Koh! Koh! Koh!" Suddenly, the rain subsides and the storm clouds dissipate. One by one, the stars in the sky blink, then turn a bright celadon hue. The blanket of night becomes freckled with emerald motes. Slowly, beams of bright moonlight are drawn towards the peak of Melgorehn's Reach, bathing its summit in a silvery glow. Beams of moonlight blast out from the top of Melogrehn's Reach, striking each of the six floating cocoons. One of the yellow crystal cocoons in the sky begins to crack. A second, and third yellow crystal cocoon begin to crack, small fractures forming along the glistening exterior. Every star in the sky suddenly flashes with a bright green light and many seem to shift as if forming a new series of constellations. After a brief moment the sky returns to normal. Like shards of yellow glass, fragments of each cocoon fall from the sky as all six of them break apart. What remains behind are pale yellowish-white membranous sacks, floating in the sky. Inside each vessel is the body of a child. The floating, membranous sacks begin to tilt, the bodies of the children pivoting to become horizontal as they hover in the sky. Bolts of green and yellow lightning spark across Melogrehn's Reach. The yellowish-white membranous sacks float towards each other, slowly connecting in the sky, the heads of each child only a few inches apart. Within their mucus-like shells, the childrens legs stretch, the collective of their outstretched limbs forming the pattern of a twelve-pointed star near Melogrehn's Reach. Drifting barely into view, a small red-veined crystalline shard emerges from the murk of night and comes to rest in the center of the membranous shells. The red-veined crystal shard explodes in a flash of light and blood, bands of sanguine energy connecting each body in the air, painting the night sky with a blood red twelve-pointed star. The blood red pattern in the sky flashes with a bright light and the bodies and their membranous shells disintegrate! Left in the wake of the ethereal explosion is a churning celadon-hued portal in the sky. The celadon-hued portal begins to shimmer and partially fades for a moment, as if unstable. Bolts of lightning shoot out from the top of Melgorehn's Reach and the celadon portal seems to shrink. The celadon-hued portal continues to churn in the sky, directly above the riverbank in Melogrehn's Valley. Through the churning portal, a vast yellowish-green sky can be seen, where huge onyx black pyramids float through the sky. The ground is smooth and glass-like, with pockets of crystalline rocks jutting up like bright teeth. The celadon-hued portal continues to churn, but reshapes and reshifts unable to keep the same size for very long. Despite its erratic size, the portal remains, and the air around Melgorehn's Valley begins to shimmer as blue-skinned figures emerge.... The celadon-hued portal in Melgorehn's Valley seems to shrink again, finally stabilizing, but not large enough to allow passage for the floating obsidian pyramids on the other side.
The Ithzir were occupying Melgorehn's Valley while the portal was still open. Adventurers drained the soulstone of Aralyte to make the portal briefly work in two directions, which turned it brilliant red in color, allowing them to rescue a few dozen Hendoran soldiers from the missing outpost. It was revealed from notes studied by museum curator Vynessa that Grishom Stone believed the Ithzir had somehow fragmented (sundered) their world into many island planes to evade or hide themselves Althedeus. He was fascinated by their mental powers, and was using her predecessor Glethad remotely. He was not found and remained on Kol Tar'sken.
(mages stabilizing portal, empaths searching out soldiers location, sorcerers convert and open two-way portal) Flashes of yellow light appear briefly within the celadon-hued portal. The celadon-hued portal suddenly becomes erratic, twisting like an ethereal tempest in the sky and grows larger. Thin tendrils of amber light seep from Bekke's hands and swirl into the energy of the celadon portal. Thin tendrils of white fiery light seep out from *Raelee's hands and melt into the celadon-hued energy of the portal. Jagged bands of reddish-orange light angrily leap from Hapenlok's fingers and bleed into the celadon energy of the portal. The celadon-hued portal finally slows, the wild tempest of energies settling down. The portal begins to glow brightly. Pylasar steps closer to Lylia, mouthing something unheard. A spark of light flashes within the red talisman in Lylia's hands. A flash of brilliant red light ripples outward from Melgorehn's Valley. Skin begins to slowly flake off of Lylia's fingers. Pylasar says, "DO not let it go." Pylasar begins to chant in an archaic tongue, over and over and over as he stares at Lylia. The celadon-hued portal looks unstable for a moment and a bolt of energy soars off into the night, arcing up and landing outside of North Gate! The air shimmers outside of the North Gate. More skin peels back from Lylia's fingers, leaving ribbons of incarnadine blood and bone in its wake. The red talisman begins to glow brightly! The light within Lylia's talisman begins to churn and slowly dissipate until it grows paler, murky, then dull white. Pylasar asks, "Did it...not work?" You glance down to see a dull white soulstone suspended by a frayed leather cord in your right hand and nothing in your left hand. The celadon light of the portal begins to melt away, slowly turning bright red as if blood were seeping out across it. Motes of yellow light drift down the mountainside of Melgorehn's Reach like a cascade of sallow tears. The powerful scent of copper washes through the portal! You hear the sound of a dozen heartbeats. (note: empaths were seeking the soldiers) Within the red portal, the movement ends. The sky is yellow, riddled with green beams of energy. Beyond clusters of rock, a battered stone outpost can be seen. Within the portal is revealed walls of stone, layered with fresh and dried blood. Bodies of Hendorans and Ithzir litter the ground. Within a crumbled hall of a tower, a man lies wounded, bloodied and dirty, caked in red and blue blood. He looks up with steel grey eyes, as if hearing something, as if hearing you. From within the portal a cacophany of metallic voices carry loudly, "Koh! Koh! Koh! Koh!" XXXX steps into the celadon portal and wisps of sanguine light surround him before he vanishes out of sight! XXXX steps out of the portal and wisps of red light coil up like incarnadine ribbons from his head. Pylasar says, "It...must not be done yet..." The red portal seems to stop stretching, and a wave of heat from the other side ripples out into the valley. The portal is opened. You step through the celadon portal and the sensation of a thousand tendrils of silk brush across your skin. For a brief moment your mind is flooded with countless memories of your life before you step through to the other side. [Kol Tar'sken] Celadon ribbons of light streak through the citrine-hued skies above, where pale ashen clouds shift about like tattered grey veils. The ground is smooth and crystalline, its depths opaque just enough to capture a smoky reflection from the yellowed sky above. A great formation of basalt peaks rises in the distance and a faint, dull whirring sound can be heard. You also see a churning brilliant red portal. Also here: Sir Metadi, Sir Geijon, Sir Bristenn, Sir Aydan Obvious paths: south [Kol Tar'sken] The landscape stretches out long and wide, where yellow and green shades from the reflected, smooth horizon bend up to meet the hazy sky above. A warm, copper smelling breeze stirs through the area, carrying whispers of strange, hushed voices. Obvious paths: north, southeast, southwest [Kol Tar'sken] Jagged clusters of crystalline shards reach up to the broken yellow sky, each facet capturing bands of light from above, redirecting them along the glass-like earth below. Motes of golden light float endlessly through the area like a sea of glowing fireflies. You also see an Ithzir herald. [Kol Tar'sken] Deep cracks have formed along the glass-like earth. Viridian mists intermittently emit from the jagged fissures, suffocating the air with a pungent, coppery odor. Obvious paths: north, southeast [Kol Tar'sken] The ground here is dangerously uneven, with pockets of razor-sharp crystalline shards jutting up like a thousand teeth from a giant maw. Streaks of green light blend into the sallow sky overheard, whorled about as if by the brush strokes of an artist. The air is alive with a dull hum and the faint whispers of an archaic tongue. You also see a shimmering wall of force and a battered stone outpost. Also here: Sir Metadi, Sir Geijon, Sir Bristenn, Duskruin Arena Champion Mynon, Lady Shannivar, Sareyna, Taluric, Dirra, Dame Evia, Eshielle, Sir Balantine, Duskruin Arena Champion Cruxophim, Duskruin Arena Hero Zarston, Magister Raelee, Ashnak, Rowmi, Sir Cryheart, Eruheran, Lady Aeavenne, Matriarch Berkana, Duskruin Arena Hero Roblar, Elder Marshal Beldannon, Sir Aydan, Duskruin Arena Combatant Jiarine, Dergoatean, Duskruin Arena Champion Aurach Obvious paths: northeast, northwest
Adventurers had acquired high quality plinite and converted the pylon defenses of Wehnimer's Landing into supercharged weapons to shoot down their pyramids, but at the peak of the storm the instability in elemental magic made the pylons explode. The elemental energy was immediately converted into a horde of plinite elementals. This storm was remarkable for becoming explosively violent if the wrong kind of magic was used in the area. When the pylons were charged in the storm through mages holding shards of plinite, they were notably incapable of casting magic at all for about an hour.
Hazy emerald bands of light drift through the night sky, reminiscent of bright viridian smoke rings. Tendrils of flaxen light stretch out from the peaks of Melgorehn's Reach, lazily coiling about in the air before dissolving. The clouds light up in an array of blue, white, and violet hues. (XXXX renewing his song, making the air shimmer) All the mana in the area suddenly bursts into flames! Talinvor is caught by the effects! Some [armor] partially deflects the onslaught of the fiery attack. ... 25 points of damage! Flames incinerate scalp completely and blacken skullcap. Not very fashionable. He is stunned! (note: he was actually hit twice by it) XXXX is caught in the effects! ... 50 points of damage! A large patch of flesh is seared off XXXX's back. He is stunned! * XXXX drops dead at your feet! (some critted, not all) You are caught by the effects! ... 30 points of damage! Extreme heat melts the skin off your right hand. Gross! You are stunned for 3 rounds! A grey-beaked dark hooded figure is caught by the effects! ... 30 points of damage! Left eye propelled out of socket by fiery explosion! Pockets of air shimmer within the walls of Wehnimer's Landing! Waves of energy ripple through the area causing dust particles to dance in the air! Black tendrils of anti-mana climb over you as you sense your mana being drained away! Roundtime: 3 sec. You feel the magic alien to you slipping away... The air crackles with potent energy! You feel the magic alien to you slipping away... The air shakes and twists as waves of irreality wash through the area! You feel the magic alien to you slipping away... An eerie calm falls over the area like a suffocating blanket of heat. (Ithzir sanctuary?) XXXX flashes with a bright ethereal light! An ethereal light washes over you as you sense mana collecting around and in you! Roundtime: 3 sec. You feel the magic alien to you slipping away... (random big increase of mana) The air ripples in sickening waves, distorting the surroundings! Black tendrils of anti-mana climb over XXXX draining his power! XXXX seems a bit less imposing. Black tendrils of anti-mana climb over you as you sense your mana being drained away! Roundtime: 3 sec. You feel the magic alien to you slipping away... Spectral bursts of energy erupt in the air! You feel the magic alien to you slipping away... The atmosphere crackles and sparks of energy snap across the area! Black tendrils of anti-mana climb over XXXX draining his power! Black tendrils of anti-mana climb over you as you sense your mana being drained away! Roundtime: 3 sec. (sudden random drain) The air shimmers and a coppery odor drifts through the area. A medium lightning elemental bursts forth into existence! A medium lightning elemental bursts forth into existence! A huge lightning elemental bursts forth into existence! A huge floating obsidian pyramid breaches the celadon-hued portal in the sky and blots out the stars as it drifts overhead. A huge floating obsidian pyramid breaches the celadon-hued portal in the sky and blots out the stars as it drifts overhead. BOOM! Another clap of thunder is left in the wake of a huge obsidian pyramid exploding in the sky. Rings of emerald light ripple out from the peak of Melgorehn's Reach. The celadon-hued portal in the sky seems to flicker for a brief moment. BOOM! BOOM! Two more black pyramids explode into a display of colored lights and debris. A metallic voice echoes in your mind, "Maktali geabu jeseth mor tran!" The sky around Melgorehn's Reach turns yellow and green, seeping out like citrine and celadon blood, slowly threatening to swallow the night. A boom of thunder blasts through the grey skies. Within your mind, your own voice echoes, "One world...one end." The air is infused with a potent, coppery odor. A raging tempest of fiery light sparks to life above Melgorehn's Reach and with a whoosh of air the scarlet energy cascades down the mountainside and ripples across the environs! Spark by spark, light by light, fires erupt across the landscape! >(fires all over the place) The celadon-hued portal flares open wide, growing tremendously as the air around it shimmers! A thousand beams of deep blue light spill out from the peak of Melgorehn's Reach, leaving dark cerulean streaks across the night sky. The celadon-hued portal shrinks slightly. Flashes of emerald green light dance across the sky around Melgorehn's Reach and the celadon-hued portal shrinks further. You feel pressure building near the bridge of your nose. Old memories from your youth flash before your eyes. Some peaceful, some sad, others you barely remembered until now, while others were so tragic you'd never forget. You get a powerful sense of vertigo. >(everyone got mind searched at once) BOOM! Another black pyramid explodes into a shower of fiery light in the sky The celadon-hued portal begins to shrink further, yet still black pyramids try to breach through. The celadon-hued portal shrinks even further, yet one pyramid still drifts out from the other side. The celadon-hued portal shrinks further in the sky as rings of emerald light ripple out from Melgorehn's Reach. There is a huge explosion near Lake Eonake and a blast of reddish-orange light erupts into the sky! The celadon-hued portal begins to flicker in and out of existance as it shrinks further in the sky. A huge explosion erupts near the dinghy and a burst of bluish-green light soars into the sky! Bluish-green and reddish-orange elementals and fire rage outward from the two locations where the pylons exploded. The celadon-hued portal continues to ebb. The celadon-hued portal in the sky continues to draw inward, the yellow sky shrinking on the other side as the vortex begins to shape into what appears to be a tunnel of energy. For a brief moment, a scattering of stars in the sky glow with a deep sea blue light, their bright pattern resembling the constellation of an eye. As the celadon-hued portal above Melgorehn's Valley finally shrinks to nothing and blinks out of existance, the storms and lights surrounding the mountain peaks come to an eerie calm. As the last yellow and emerald light beams across the heavens with the collapse of the portal, there is a shimmer in the air along the grasslands, and a battered stone outpost materializes.
The Elemental Confluence is an enormous nexus of the prime elemental planes that traveled through space, devastating Bre'Naere by grazing it and almost colliding with Elanthia in 5115 Modern Era. As the Confluence approached, there were "elemental disturbances" that were characteristic effects of flow storms, except that they were slowly developing over weeks given the magnitude but distance of the source. There were early reports of mana fluctuations and random rifting, and a stated risk of elemental magic becoming unstable. Mostly, there were elemental invasions, breaches into our plane of existence. When Alusius betrayed us by anchoring the Confluence to Elanthia, the planar intersection ripped open unhealing tears in the fabric of reality across the world. These points of elemental instability were quasi-permanent portals to the nexus. Flow storms from space were prevented by the Eyes of Utha in Shadow World, whose analog in Elanthia was destroyed in the Vvrael incident.
There was severely atypical weather for given regions, other than the more obviously magical effects. Raining in Icemule Trace in the winter, for example, but snowing on Teras Isle. There were invasions of what turned out to be native elementals of the Confluence, but also other elementally attuned monsters such as ice spiders. Companion creatures were observed anticipating weather effects shortly before they happened.
- Common Weather Effects (1x/hour)
- Uncommon Effects (concurrent with less unusual weather effects)
- Before Alusius and Aadyra Firebird Appearance
- Solhaven Incident
The Red Forest
There is a rare lunar alignment of Liabo and Lornon that causes a curtain of light to form in the sky, which the Elven ancestors of the Elven Village used to banish the Ilvari and the Red Forest from this reality. The forest would briefly come back into conjunction with this time and space during the celestial alignment. However, the complications resulting from the Elemental Confluence caused the sky to burst from the flows of essence between worlds, making the Red Forest return to this reality permanently. It was split into coexistent dual forms on both ends of the continent, similar to the isles of transfer phenomenon and the migration of Shadow Valley. There are a number of subtle commonalities between the several areas using this theme including dreams and unnatural fog.
Rising higher into the sky, a shadowy orb floats up over the horizon, the cold, lifeless Lornon eclipsing stars as it passes. The pale white glow of Lornon shines with an intensity in the sky, bathing the world below in an eerie, ashen light. You feel a strange hum of energy in the air. Liabo and Lornon rise higher into the night, orbs of ivory and shadow, climbing as spherical bookends in the sky. Coils of ethereal silvery light ripple across the sky like waves of incandescent glass. The moons Liabo and Lornon settle in the sky, their positions facing off against each other with the backdrop of the heavens behind them. The sky bleeds with ribbons of silver and shadow, the light and dark of the moons interweaving like passionate lovers, consuming the stars in their ethereal dance. Motes of sanguine light seep across the sky, twisting among the banners of light swirling across the night. A curtain of light blankets the sky, a mix of ivory, shadowy and blood, sending glowing wrinkles across the heavens. The faint giggle of a small child echoes nearby. The curtain of light expands across the sky, twisting beams of silvery, white and crimson. Below the heavens, nestled in the Upper Trollfang, the air shimmers and for a brief moment, beyond a veil of churning fog, a thick forest is seen, with huge oaken sentinels rising up to claw at the sky, their great branches stained the color of blood. The eerie howl of a wolf carries on the wind. The lights in the sky flash, almost like constant bolts of lightning. The Red Forest reappears. Then vanishes. Again, it bleeds into view. Again, it is gone. The howl of a wolf echoes nearby. With flashes of sanguine and silver night, the Upper Trollfang is bathed in a bright, eerie glow. The woods soon come alive, with the wailing of spirits, the howling of wolves, and the laughter of children. Three wolves howl in unison at the moons, their voices combined in an eerie sound. Suddenly, trees along the Upper Trollfang begin to lurch forward...uprooting, rising from the ground and marching forward. Trees stir to live, rising and marching on the gates of town. A faint giggling, like the tinkle of bells, rings out in the distance. Motes of silver and gold light zip through the Upper Trollfang, flashing among the treetops. Bands of silver and ivory light ripple across the night sky. Suddenly a great roar of energy wracks the heavens. Ribbons of sanguine light ripple outward from the surface of Liabo and Lornon, snaking across the sky like bloody tendrils. The night burns with a wave of fire, as globules of fire ripple across the sky. Soon, the halos of fire snuff out, crystalizing in the sky as rings of icy blue energy. The sky roars with a thunderclap of immense energy. Quickly and suddenly, the silver curtain of light in the sky shatters like glass, thousands and thousands of ashen teardrops falling from the heavens. The thick trees of a red forest shimmer beyond a cloud of ethereal fog near the Upper Trollfang, near the Winding Trees. A dense fall of thick fog churns within the Upper Trollfang, along the Winding Trees.