The Western Mire (060)


Oct 1, 2010
The Western Mire

The Western Mire is the most mysterious area of the region, containing the ruins of a forgotten city, partially rebuilt and renovated by the Freehold and then abandoned again. The ruined city, its original name long lost to history, far predates all other structures in the region The ruins themselves are strange and mostly contained underground; aboveground it is merely swampland surrounded by crumbling stone ruins. No one has ever fully explored the dark ruins, but the tunnels go on for miles in all directions. As with most of the Riverland many villages and small port towns can be found along the riverbanks of the area, though these are mainly concentrated away from the ruins.


Útlægr Guð
Mar 12, 2014
Coming from here: [x]

The ash grey of the ruins was of stark contrast to some of the places Ozymandias had just walked through, its lifelessness carrying a blanket of melancholy. Parts of the collapsed structures appeared to be in better condition than others, indicating that another party had attempted to restore them. Evidently, those efforts bore little fruit. A light fog clouded the area, depriving the ruins of even more color. The Surgebinder's brightly colored attire stood out against the darkness of the ruins, anything which made their home here would immediately see him. With a measured pace, the monarch makes way towards an entrance in the ground, being the only deviation in the otherwise constant plateaus of the land's geography.

The air became much lighter underground, and the pharaoh's sight was improved by the lanterns hanging from the walls of the corridors, dimly lit as they were. These passages were no doubt ancient, but their age was of secondary interest to Ozymandias. His focus was only on the 'seed' that the riddle alluded to on the noticeboard some miles back. The appearance of the ruins, as well as their location relative to the rivers, which seemed to be located more closely to the smaller towns some ways away from here, fit the descriptions specified in the riddle. He walked as if he were merely taking a leisurely stroll around the gardens of his royal temple, his confidence in this being the correct location being cause for the relaxed pace. The winds that blew through the passages of the ruins chilled the skin, causing his cloak to flutter gently, but he paid it no mind. The walk throughout the passage led him to lose his sense of time, somewhat. He was unconcerned about the possibility of another coming to claim the 'seed', but it would be unwise to spend longer than necessary in these tunnels. It didn't help that the only identifying characteristic of these passageways was the stone paving that seemed to run without end. Occasionally, he would meet a fork in the paths, choosing directions arbitrarily. The likelihood was that there was some kind of chamber in which the 'seed' was held, forgotten by those who had left it here, or built this passage to house it. Perhaps, another time, he would return to learn more of this place, he thought to himself.

After some time of walking, Ozymandias came to another fork in his path. This time, there were inscriptions carved into the walls, which seemed to read as directions. They were not words, but symbols. One resembling a halberd, another resembling the crescent moon, and another being a totally black diamond shape. Following the path indicated by the diamond shape, Ozymandias continues straight ahead. Eventually, he would make his way into a large, square room, lined with more ornate torches, some with snuffed flames and others barely flickering. In the room's center, there was a single golden pedestal, with a single object sitting in a translucent casing. Walking to it with a more reserved pace, Ozymandias keeps his wits about him, cautious of any traps that may be laid to protect the 'seed'. The room was completely silent, even as the pharaoh removed the casing that covered the jewel within. Holding the casing with one hand, and picking up the 'seed' with the other, he inspected it, noting its hollowed appearance. Perhaps it was a vessel of some sort? It was a question that would be answered later, Ozymandias mused mentally. Placing it safely within a pocket in his leg garment, Ozymandias places the casing back on the pedestal. Then, he surges Prana throughout this body, disappearing from the ruins in a flicker of golden light and entering the Throne. He would return to this place, one day. But for now, he would head to a marketplace, and see what he could learn about this 'seed'.

Type: Defensive/Supplementary
Rank: A-S
Range: Short-Long
Chakra Cost: 30-40
Damage Points: N/A
Description: Considered the sibling of the Era of Gods and Dynasty of Kings, the Majesty of the Pendragon involves surging a large amount of Prana throughout the user’s body in order to enter the Throne. Their body, and everything on their person, will disappear instantly in a flash of light reflecting the color of their Prana. The user will then reappear amidst another flash of light at a location of their choosing; despite its nature, this process takes a few moments. Reappearing is accompanied by a crackling sound, creating both an audible and visual queue. This is enabled by the fact that the ethereal energy constantly exists within their chakra systems. Twice per battle the user can utilize a stronger version of this ability to prolong their stay in the Throne. This allows them to exist within the alternate dimension as Prana, which effectively places their body in a stasis. This halts blood loss, the propagation of poisons, the duration of active techniques/abilities, and any other aliments or conditions. This will happen for as long as the user is within the Throne. The user can only remain there for a maximum of four turns per usage. As long as the user re-appears on the battlefield on in the same landmark, then using this technique will not count toward escaping battle. If the user opts to re-appear in a different landmark then they will effectively forfeit the battle and the event. This only applies if the user utilizes Majesty while engaged in battle and not travel purposes. The first application, considered A-Rank, can only be used once every four turns. It can also only be used four times per battle. The second application, considered S-Rank, can only be used twice per battle and operates on the same cooldown as the A-Rank version. S-Rank applications render the user unable to use S-Rank or higher Prana for the next turn, if the user remains in the Throne for longer than a turn.