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The Orbs


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THE ORBS OF ICARIA

There are 12 orbs containing a combination of biomechanical, chemical and biological essences that once absorbed by a candidate for the wizardry grant unique powers and abilities to him. The orbs appear as large translucent spheres. Glowing and pulsating within each sphere, the essences churn and bubble impatiently waiting to be released from their confinement so they can fulfill their destiny of uniting with the candidate in order for them to begin their transformation into the Wizard of Icaria. The constant movement and agitation of the essences within their spheres imparts a surrealistic and hypnotic quality to the orbs causing observers to be mesmerized in their presence. In their resting state, the orbs give off a soft pulse and gentle hum, but when a potential candidate is near, their pulsations and humming become much more pronounced and intense giving the appearance that they indeed recognize the special qualities of the potential wizard and are irresistibly drawn to bond with him. Only members of The Wizard's House, specifically Imperial High Seraphim can successfully bond with the essences of the orbs. When that bonding is complete and all the orbs have been internalized by the potential candidate, he then becomes the true Wizard of Icaria. Within minutes of absorption of an essence, the symbol and animal that represents the specific orb it came from becomes a part of the Wizard's Tattoo. A permanent mark on the upper right leg of the wizard serving to indicate both successful absorption of the essence and outward proof to others that the individual wearing it is in fact the true wizard. The essences combine with the wizard in both a physical and a metaphysical way and as each essence grows and matures within the body of the wizard so to do his powers. Initial absorption grants great powers and abilities, but they are deepened and further refined over many years. Every orb is sacred to and under the direct protection of one of the 12 Royal or Imperial Houses of Icaria. If there is no wizard or potential candidate for the wizardry, each orb then resides within the house that is sworn to be its protector for safekeeping. Associated with each house is the color, symbol and animal linked to the orb that has been placed under its protection. All of the orbs carry positive and negative attributes, which will be manifested differently in each wizard depending on such factors as personality, intelligence and experience. A candidate who is kind and loving by nature will have the positive attributes of the essences disproportionately magnified over the negative attributes. A candidate who is evil and cruel will have the negative attributes amplified over the positive ones. Orbs also have dangerous consequences associated with the absorption of their essences and a strict protocol exists that must to be followed when they are being absorbed by the potential candidate. Failure to follow the protocol can result in serious injury, or even death. Each orb has a name and a nickname that is also transferred to its house of protection, along with one very special singular quality called CHARM. The single charm of each orb is not accessible to or manifested by the wizard until the essences from all of the orbs have been successfully absorbed and internalized. Charm is also tied to the Wizard's Tattoo, and not until the entire tattoo is complete will the wizard have the use of any of the 12 special charms that each essence imparts to him. Upon the death of a wizard the essences leave his body and once again become encapsulated with the spherical structures of the orbs where they wait anxiously for the day when they can once again unite with an Imperial High Seraphim thus transforming him into the Wizard of Icaria.

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ORB OF THE SNAKE

COLOR: Red

ROYAL HOUSE: The Orb of the Snake is under the protection of the Imperial hose of History and Philosophy (also known as the Philosopher's House). His Imperial Higness Prince Charles of Eagles Rock rules The Philosopher's House and is scribe is Lord Oliver, Earl of Quay.

POSITIVE ATTRIBUTES

Passion

Shrewdness

Insight into the Emotions and Feelings of Others

NEGATIVE ATTRIBUTESPride

  • Arrogance
  • Heartlessness
  • Manipulation

DANGEROUS CONSEQUENCES

  • Teleportation
  • Temporary or permanent loss of memory or possible death if absorbed out of sequence.

CHARM – Persuasion

The powerful Charm of Persuasion grants the wizard the ability to subtly and almost imperceptibly bend the mind and will of whomever this power is being channeled toward. It is useful in directing the person who is being subjected to its power to be persuaded to act in a specifically desired way or to become agreeable to a certain way of thinking and acting. The Charm of Persuasion also allows the subject to be influenced by suggestions or thoughts implanted within their subconscious mind by the wizard. While it cannot be used to make someone perform in an evil and immoral manner or to engage in acts that they would normally not be predisposed to perform, Persuasion allows the wizard the power to influence an action, direct a thought, or plant specific thoughts into the subconscious mind of an individual.

NOTES

Dire consequences may befall any candidate who absorbs the Orb of the Snake out of turn or incorrectly. Because it is one of the more powerful orbs, the Orb of the Snake can teleport the candidate to another place or even another universe or dimension. It can also cause amnesia both permanent and temporary. The Orb of the Snake is also is unique among the orbs since it is the only orb that can sense the character of the candidate it is to join with and choose to reject him.

ORB OF THE TIGER

COLOR: Green

ROYAL HOUSE: The Orb of the Tiger is sacred to and under the Portection of the Royal House of Defense (Also known as The Warrior's House). His Royal Highness Prince Lancelot of Avondale rules The Warrior's House and is scribe is Lord Geoffrey, Royal Barron of Batwig.

POSITIVE ATTRIBUTES:

  • Courage
  • Enthusiasm
  • Boldness
  • Boundless Energy
  • Strength

NEGATIVE ATTRIBUTES:

  • Volatility
  • Impulsiveness
  • Hot-Headedness
  • Disobedience

DANGEROUS CONSEQUENCES:

Periods of prolonged anger and uncontrollable rage.

CHARM: – Emotion

The Charm of Emotion grants to the wizard the ability to manipulate emotional response in another individual. Locked in the Orb of the Eagle, the Charm of Emotion upon being activated allows the wizard to heighten already existing emotions in the person the power is being directed toward or it may also be used to introduce a totally new emotional response. For example, an individual who is already slightly apprehensive or fearful can suddenly become extremely afraid to the point of paranoia. A person who is exhibiting happiness can suddenly cross over into great euphoria. In addition to allowing the wizard to implant emotions in individuals, The Charm of Emotion also allows the wizard to repress an emotional response in a person, thus a person who is exhibiting fear may experience a sense of calm and inner peace.

NOTES:

The Orb of the Tiger is the last orb to be created, but it was not fashioned by Lon Nol the creator of the orbs who died after he fashioned the orb of the Bat which was the 11th and last orb that he created. The Orb of the Tiger was created by Navaras, a disciple of the scientist Minoton. He did not completely follow Lon Nol's original design and purpose when he created this orb adding some of his own unique elements to it. Therefore it's total power and abilities are not completely known.

ORB OF THE UNICORN

COLOR: Silver

ROYAL HOUSE: The Orb of the Unicorn is under the Protection of the Imperial House of the Metaphysical Arts (also known as The House of the Oracle). His Imperial Highness Prince Jonathan of Tower Mount rules the Oracles House and his scribe is Lord Langford, Duke of Angel's Fall.

POSITIVE ATTRIBUTES:

  • Kindness
  • Sincerity
  • Generosity
  • Desire to be of Service
  • Humor

NEGATIVE ATTRIBUTES

  • Superficiality
  • Gullibility
  • Materialism
  • Vanity

DANGEROUS CONSEQUENCES:

Serious compromise or weakness and even total destruction of the immune system.

CHARM – Pain

Along with the vast powers invested upon the Wizard of Icaria there also comes a great and serious responsibility for him to use those powers wisely. It is for this reason that the Charm of Pain was created. The wizard's powers are so vast and all- encompassing that it is possible for a wizard to inflict great, pain and suffering upon those he chooses to punish or harm. It is also quite easy for a wizard to quickly kill large numbers of people. Because of this, for every life the wizard takes, the Charm of Pain becomes comes into play. Because of the seriousness of taking the life of another, when the actions of a wizard cause death, he himself undergoes pain: physical, mental, and emotional. This pain is searing and deep and acts as a check against the wizard using his power to kill or harm another person capriciously.

NOTES:

The Orb of Healing does not give the wizard the power to heal others; on the contrary, it generates a healing force within the body of the wizard that assists in healing physical injury caused to the wizard. The Orb of the Unicorn also strengthens the immune system of the wizard, granting protection from a variety of infections and contagious diseases. But it cannot heal all diseases or injuries. If the wizard receives injuries that are too severe in nature the orbs power will be of no use.

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ORB OF THE DRAGON

COLOR: Purple

ROYAL HOUSE: The Orb of the Dragon is under the protection of the Imperial House of the High Seraphim (also known as The House of the Staff). His Imperial Highness James, Wizard of Icaria rules The House of the Staff and his scribe is Prince Andrew, Imperial Barron of Isewier.

POSITIVE ATTRIBUTES:

  • Wit
  • Independence
  • Refinement
  • Determination of Purpose
  • Adaptability

NEGATIVE ATTRIBUTES:

  • Arrogance
  • Emotional Coldness
  • Quick – Temperedness

DANGEROUS CONSEQUENCES:

Instant death to the wizard if the orb is absorbed out of its proper sequence.

CHARM: Cleft

Bound within the Orb of the Dragon is the Charm of Cleft, the most unusual of all charm. Cleft grants to the wizard the power of chaotic bifurcation - an ability to maneuver events in such a way as to make possible a cleft in the fabric of conceptual reality in order to necessitate change. This charm is a rather mysterious one and represents a level of self-actualization that is rarely achieved by most wizards, thus it is a charm that is rarely used. For those who eventually gain some access to it, the Charm of Cleft represents a powerful force in creating change and ultimately new realities. It indeed the rare wizard who truly masters this great charm but if mastery of Cleft is achieved the powers of the wizard are then magnified. So is the Charm of Pain, since Cleft brings with it a great and awesome responsibility when it is used by the wizard.

NOTES:

The Orb of the Dragon poses the greatest danger to candidates attempting to assimilate the orbs. It must be absorbed in its proper sequence, and must also be absorbed after the Orb of the Snake has been assimilated or immediate death will come to the candidate who it joins with it. At the time of death, the Orb of the Dragon along with any other orbs the candidate has absorbed will leave the body and re-encapsulate until such time as a successful assimilation by a new candidate can occur.

ORB OF THE BEAR

COLOR: Brown

ROYAL HOUSE: The Orb of the Bear is under the protection of the Royal House of Government & Law (also known as The Ruling House). His Royal Highness Prince Zaratanis of Drexsos rules The Ruling House and his scribe is Lord Anthony, Royal Barron of Lax.

POSITIVE ATTRIBUTES:

  • Honesty
  • Loyalty
  • Steadfastness
  • Inner Strength
  • Integrity

NEGATIVE ATTRIBUTES:

  • Stubbornness
  • Inflexibility
  • Narrow-Mindedness

DANGEROUS CONSEQUENCES:

Misuse of this orb can lead to damage of those parts of the brain involving the areas of cognitive thinking.

CHARM: Cloak

Cloak grants the wizard the power of misdirection of thought. The wizard through the use Cloak, can plant a thought in the conscious mind of a subject causing them to focus their attention on that thought thus allowing the wizard to engage in subterfuge through use of the cloak of distraction. Another effect of the Charm of Cloak is the ability to cause periods of mental confusion and disorientation within the minds of those it affects, allowing the wizard to appear to vanish before the eyes of the person the power has been directed toward. It is also interesting to note initial absorption of the essence of the Orb of the Bear causes a loss of consciousness. During its assimilation this charm causes the wizard to fall into a deep sleep that lasts approximately 48 hours. During this time the wizard is extremely vulnerable to outside forces.

NOTES:

The Orb of the Bear (nicknamed the Orb of Governance) grants the power of total autonomy to the wizard to govern Icaria as he sees fit. While the power that is granted by The Orb of the Bear is absolute, governing Icaria is a task that he does not directly perform. The wizard delegates his ruling power to the King of Icaria who forms a constitutional Monarchy in conjunction with the Governing Tribunal of Icaria that jointly rules the kingdom in cooperation with the King and the Imperial Council.

ORB OF THE OWL

COLOR: Amber

ROYAL HOUSE: The Orb of the Owl is under the protection of The Royal House of Science & Education (also known as The Scholar's House). His Royal Highness Prince Ivan of Karn rules The Scholar's House and his scribe is Lord Thomas, Royal Earl of Black Sands.

POSITIVE ATTRIBUTES:

  • Wisdom
  • Foresight
  • Intuition
  • Problem Solving
  • Logic

NEGATIVE ATTRIBUTES:

  • Irritability
  • Dependence
  • Moodiness
  • Self-absorption
  • Insecurity

DANGEROUS CONSEQUENCES:

Irreversible destruction of some of the neurons that make up the brain stem and spinal column leading to death.

CHARM: Wisdom

Wisdom is a powerful charm, but it is also a charm that has some dangerous aspects to it. The Charm of Wisdom allows the wizard the ability to fully integrate the sum total of all the mental knowledge of another individual into his own mind; more specifically that part of his nervous system that is also known as The Neurological Synaptic Retrieval and Display Interface (nicknamed The Screen) which like The Great Shout is made possible by the presence of a very specialized and unique neurological organ intertwined in the brain stem. The danger inherent in this charm comes during the actual transfer of knowledge. A transfer preformed improperly and/or too rapidly, can cause the individual from whom the knowledge has been retrieved to suffer some level of brain damage or injury and enter into a permanent catatonic state.

NOTES:

The Orb of the Owl was the last orb created by Lon Nol. It was fashioned for the wizard to control and manipulate The Screen both internally (mentally) and externally. This orb was formed towards the end of Lon Nol's life, and he was not able to program all of the characteristics into it that he desired. Therefore it is an immature orb and will develop more fully over time within the wizard who absorbs it. How it will mature and what other forces it may bring to play as it develops within its host are unknown.

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ORB OF THE BAT

COLOR: Blue

ROYAL HOUSE: The Orb of the Bat is under the protection of the Imperial House of Diplomacy & Protocol (also known as The Diplomatic House). His Imperial Highness Prince Cody of Antamos rules The Diplomatic House and his Scribe is Lord Leonardo, Imperial Duke of Milosus.

POSITIVE ATTRIBUTES:

  • Charisma
  • Openness
  • Sociability
  • Quick-Wittedness
  • Poise

NEGATIVE ATTTRIBUTES:

  • Exploitation
  • Deviousness
  • Calculation
  • Secretiveness
  • Greed

DANGEROUS CONSEQUENCES:

The incorrect absorption of this orb or its improper use can lead to permanent blindness for its user.

CHARM: Knowledge

The Charm of Knowledge locked within the Orb of the Bat is made up of two main components. The first component is the ability of the wizard to impart knowledge into the mind of any person he so chooses. This aspect of the Charm of Knowledge allows the wizard to implant within the mind of an individual specific knowledge (e.g. the ability to learn a specific task or perform a skill they have no previous knowledge of). The second component of the Charm of Knowledge is that the direction of the knowledge transfer flows both ways and in addition to imparting knowledge on an individual the wizard can also draw a specific knowledge set from any person he so chooses. The negative aspect of this charm is that once the knowledge transfer is complete it is not permanent. Transfers of knowledge through use of this charm are temporary lasting 24 to 48 hours.

NOTES:

Although the Orb of the Bat is not one of the more powerful of the orbs, it is extremely important as an amplifier of the power for all of the other orbs. When the orb of the bat is combined with the power or powers of any other orb or combination of orbs, it has the ability to allow the power of the orb(s) that it has joined with to greatly multiply exponentially in strength and power. But this power is able to be controlled by the wizard and it may or may not amplify depending on the desire of the wizard.

ORB OF THE WOLF

COLOR: Gray

ROYAL HOUSE: The Orb of the Wolf is under the protection of the Royal House of Expedition & Service (also known as The House of Stewardship). His Royal Highness Prince Boran of Caleste rules The House of Stewardship and his scribe is Lord Antoine, Royal Earl of Treage.

POSITIVE ATTRIBUTES:

  • Responsibility
  • Reliability
  • Loyalty
  • Self-Confidence
  • Intelligence

NEGATIVE ATTRIBUTES:

  • Spitefulness
  • Anger
  • The Desire for Instant Gratification

DANGEROUS CONSEQUENCES:

Damage or destruction of the larynx and vocal chords through the use of The Great Shout

CHARM: Voice

The Charm of Voice grants the wizard the power of the Great Shout through the development and growth of a separate sub vocal laryngeal neural organ. As this small organ (known as the Subsonic Neural Vocalizer) grows it begins to intertwine itself into and around the larynx and vocal chords of the wizard. The Great Shout when activated creates a sub sonic wave of sound and energy when used to its fullest extent has the ability to cause great destruction and widespread global catastrophe. After a large sound wave is created it rolls like a giant tsunami destroying everything in its path. If the wave's intensity is high enough it will continue to gain strength similar to an avalanche, picking up speed and energy and increasing its path of destruction. It can continue around the entire circumference of the planet until finally returning to its point of origin.

NOTES:

The Great Shout conferred upon the wizard by of the Orb of the Wolf, can be extremely dangerous. Proper mastery of this power may take years to achieve. Consequently a new wizard acquiring this ability must resist the urge to use it until he can properly control its power. In addition to The Great Shout, another power associated with this orb is the gift of language. Specifically, this power grants a wizard the ability to understand and speak any language that he hears.

ORB OF THE SPIDER

COLOR: Black

ROYAL HOUSE: The Orb of the Spider is under the Protection of the Royal House of Music, Art & Culture (also known as The Artist's House). His Royal Highness Prince Johannas of Casta rules The Artist's House and his scribe is Count Yann, Royal Barron of Carbone.

POSITIVE ATTRIBUTES:

  • Artistry
  • Culture
  • Sensitivity
  • Open-Mindedness
  • Intelligence

NEGATIVE ATTRIBUTES:

  • Dependence
  • Insecurity
  • Sulkiness
  • Ingratiation

DANGEROUS CONSEQUENCES:

Improper use of this orb can produce multiple brain lesions that may lead to uncontrollable seizures and eventual death.

CHARM: Time

The most powerful of all Charm is the Charm of Time also known as Parallel Temporarily. This charm has the power to control passage through the membranes that separate and guard parallel universes, and is used in conjunction with the duel Mirrors of Time and Destination that are guarded within the Monastery of Infinity. The power of time bending varies greatly from wizard to wizard granting some wizard's great power and others very little in using this charm effectively. In some rare cases due to the genetic make up of the particular Imperial High Seraphim assuming the Seraphic Throne, Parallel Temporarily may be enhanced by a rare gene sequence which grants the wizard the title of Time Tamer, and the ability to bend and manipulate the fabric of time separately from the Mirrors of Time and Destination.

NOTES:

If the Orb of the Spider if improperly absorbed, or absorbed out of its correct sequence, it can cause the candidate to appear to have suffered a serious brain injury similar to a cerebral hemorrhage or stroke. Paralysis, aphasia, blindness, and organ system failure can occur within minutes of its absorption. The orb also carries the power to grant the wizard the ability to pause time for extremely brief periods of time. This pause lasts only seconds and can only be used once every 5 lunar cycles.

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ORB OF THE LION

COLOR: Gold

ROYAL HOUSE: The Orb of the Lion is under the protection of the Royal House of the Royal Dominions (also known as The House of the Crown). His Royal Highness Niklas, King of Icaria, rules The House of the Crown and his scribe is Prince Alexander, Royal Arch Duke of Botelino.

POSITIVE ATTRIBUTES:

  • Chivalry
  • Honor
  • Friendliness
  • Strength of Conviction
  • Loyalty

NEGATIVE ATTRIBUTES:

  • Unpredictability
  • Aggression
  • Anger
  • Tactlessness

DANGEROUS CONSEQUENCES:

Termination sequence is activated in 32 days if the orb is improperly absorbed resulting in death of the candidate.

CHARM: Key

Key is the second most powerful charm. It is with the Charm of Key that the charm bound within all the other orbs is unlocked and becomes accessible to the wizard. Held within the Orb of the Lion, the charm of Key also frees all of the knowledge held within the Wizard's Amulet and also releases the powers used to control the Monastery of Infinity. In the Ceremony of Metamorphosis, the wizard absorbs the essences of all the first 11 orbs over a period of 6 hours. After they have been absorbed and assimilated, the last remaining orb - the Orb of the Lion - is laid at the wizard's feet and smashed with a golden hammer. The essence of the orb of the lion then enters the wizard and upon its absorption the Charm of Key emerges and unlocks all of the charms, powers, and knowledge necessary for the wizard of Icaria to gain the right to ascend the Seraphic Thrown.

NOTES:

The Orb of the Lion must be the final orb absorbed by a candidate for the Wizardry of Icaria. If this orb is internalized before the other 11 orbs have been absorbed, the candidate then has 32 days of grace to complete the assimilation process. If assimilation of the other orbs fails to occur within these 32 days, the Orb of the Lion initiates an extraction sequence in an attempt to leave the body of the candidate it has rejected. This sequence results in the death of the candidate.

ORB OF THE EAGLE

COLOR: Orange

ROYAL HOUSE: The Orb of the Eagle is under the protection of The Royal House of Craftsmen & Artisans (also known as The Artisan's House). His Royal Highness Prince Stephen of Tours rules The Artisan's House and his scribe is Lord Jason, Royal Earl of Clarion.

POSITIVE ATTRIBUTES:

  • Resilience
  • Protectiveness
  • Vision
  • Strength of Purpose
  • Ingenuity

NEGATIVE ATTRIBUTES:

  • Conceit
  • Rudeness
  • Impatience
  • Intolerance

DANGEROUS CONSEQUENCES:

Instant death to the transferee if the temporary charm transfer is performed incorrectly.

CHARM: Wisdom

Wisdom is a powerful charm, but also a charm that has a dangerous aspect attached to it. The Charm of Wisdom allows the wizard the ability to fully integrate the sum total of all the mental knowledge of another individual into his own mind; specifically that part of his nervous system that is referred to as The Neurological Synaptic Retrieval and Display Interface (nicknamed The Screen) which like The Great Shout is made possible by the presence of a special neurological organ intertwined in the brain stem. The danger inherent in this charm comes during the actual transfer of knowledge from the subject of the transfer to the wizard. A transfer preformed improperly or too rapidly, will cause the individual from whom the knowledge has been retrieved to suffer serious brain damage causing them to enter into a permanent catatonic state.

NOTES:

The Orb of the Eagle in addition to all of its powers along with the Charm of Wisdom also bestows upon the wizard the ability to grant the power of some of the wizard's charms to another individual for a brief period of time. The interval that another can hold and use the charm can only be for 5 minutes and once granted cannot be granted again for at least 60 days because of the negative effects that the power of charm has on anyone who is not genetically an Imperial High Seraphim.

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