<div align="center"> The Interest Thread  (http://elliquiy.com/forums/index.php?topic=131372.msg5830771#msg5830771)<br/> The Character Thread (http://elliquiy.com/forums/index.php?topic=132468.0)<br/> the OOC Board  (http://elliquiy.com/forums/index.php?topic=133016.0)<br/> Jikundi Truun Camp  (http://elliquiy.com/forums/index.php?topic=133017.msg5918543#msg5918543)<br/> The Gate Camp  (http://elliquiy.com/forums/index.php?topic=133018.0)<br/> The Outside of Anders  (http://elliquiy.com/forums/index.php?topic=133020.0)<br/> The Inside of Anders  (http://elliquiy.com/forums/index.php?topic=133019.0)<br/></div><br/><br/>I'll be either copy and pasting text from the interest post, or writing in detail about keywords in alphabetical order. Each time i update this original message, I'll leave a record of what was added to reduce scan time for players looking for new information. Please do not reply to this page, i would like to keep it perfectly clean. If you want to add something to the encyclopedia here, then PM me. In addition, if there is anything that you want to know that is not on here, PM me and tell me to explain it. I'm sure I'll forget more than i remember<br/><br/><strong>Alunka</strong>: A style of Jikundi Truun. (al-oon-kay) The philosophy for this style is to keep completely still. the enemy will always be forced to launch the attack. An Alunka warrior is direct and sudden. their weapons are heavy, but their movement is balanced.<br/><br/><strong>Anders</strong>: Anders is an ancient town used now as a modern city. There are nine walls that surround the city, and where the walls allow for open space, there is a thick forest that protects the residents inside even better. there are five camps inside: The Gate camp, The Tower camp, The Wall camp, The Street camp, and The Jikundi Truun training facility. In between these camps are ruins, overgrown with moss, underbrush, and full on forestry with canopies as high as 75 feet. Oh yeah, and demons. The walls of Anders do not always protect demons from entering. Slayers are often roaming the space between these small camps, as well as rogue hunters, powerful witches, Jikundi clan members on training missions, and/or patrol, and vampires. As far as each character's individual living situation, you can get creative. These people can build houses and bridges<br/><br/><strong>Angels</strong>: (refer to magic)<br/><br/><strong>Black Arts</strong>: refer to<em>magic</em><br/><br/><strong>Calendar</strong>: I have been posting with an odd way to keep time, (i.e. Scorpios sun - Gemini moon). I must explain.<br/><br/>Firstly, I don't expect anyone else to post like this unless they deem it necessary. However, it is important for everyone to know why I've been doing this. In AW (The Age Without Time), no body uses a standard calendar of any time. So, for the most part, they only know if the sun's up or if the sun's down. More intelligent people would be able to predict the patterns, seasons, months, star positions, and lunar cycles. Thiw sould be why the game is called "The Eighth Winter" and not<em> 'The Winter of 723 AW' </em><br/><br/>As a note, 723 is not the official year that we're playing it. It is the AW, not even the Sages have cared to remember what year it is.<br/><br/>With extension... The Sages, and anyone else able to pass knowledge of the ancients down through time would be able to recall old ways. So learned Sages know what day of the year it is. Along with the month names, come the knowledge of the original astrological signs, which ended up being more useful since the waves of time proved to be odd, and at times unpredictable.<br/><br/>If anyone doesn't know the Astrological symbols, I'll take advantage of that and show you how 'The Sages' use these star shapes as tools. (The following is a little self serving)<br/><br/>When the sun is in this sign, apply it to the weather of the world, when the moon is in this sign, apply it to the weather of the heart (soul, inner being, etc.)<br/><br/><span class="bbc_u">Order</span><span class="bbc_u">Sign</span><span class="bbc_u">affects</span><br/>one          Aries         Planting seeds and business must be accomplished without effort, focus on balance.<br/>Two        Taurus       Water and use patience to extend prior accomplishments.<br/>Three      Gemini        Expect odd events, and heavy winds. Weather will be unpredictable.<br/>Four       Cancer       With viscious extension, the weather will brighten, extra water will be needed<br/>Five          Leo          It is essential to use this time for growth. The days are long, and vampires are weak. Do not bother with details<br/>Six           Virgo         The days will begin to shorten. Use this time for harvest. Any longer and it is too late.<br/>Seven       Libra         Celebrate and eat. But beware, demons will be doing the same thing.<br/>Eight       Scorpio       Not often do men become demon. Not often do women turn vial. Now, they will.<br/>Nine     Sagittarius    They days are short and the evil will be hard pressed to feed. The snow should come.<br/>Ten       Capricorn     The Hell of all hells shall be enforced. Lessons hardly stick, and never will nights be longer<br/>Eleven    Aquarius      Reflection will be forced upon every soul. Evil will always reign, and life means that death was just conquered<br/>Twelve     Pisces        Forget growth and survival, allow what happens to happen, because conflict stays calm in this sign<br/><br/><strong>Camp Magic</strong>: refer to<em>magic</em><br/><br/><strong>Clothing</strong>: Like the technology of AW, clothing comes and goes with the passing caravans. What one sees once, s/he may never see again. There is no cultural standard when it comes to covering oneself, and fashion magazines do not exist. Almost any outfit you (the player) can imagine will fit on your character, simple or elaborate shouldn't matter.<br/><br/><strong>Crosses and Stars</strong>: Religious symbols used to combatant vampires, (see priests and faith)<br/><br/><strong>Depti</strong>: A style of Jikundi Truun.(Dep-Tye) the tacticians and archers. these warriors are taught to move quickly through the spread of the battle field and disappear. They must be precise and silent. They all know how to climb, run, jump and fall from great distances.<br/><br/><strong>Faith</strong>: A symbol does nothing to scare a vampire. A man with no belief in god or sanctity of self can hold a cross up to a vampire, and the vampire can walk towards it and disarm him. However, if a priest holds a cross up to a demon (nearly any demon) a ray seems to strike them down. If one has faith in God, the demon can feel it, and shudders in response. If the faith is pushed hard enough against a defenseless vampire, he may begin to disintegrate in response. It depends on the person's holiness, and the surrounding area. (is it a church or a whorehouse?)<br/><br/><strong>Female Slayers</strong>: focused, smart, instinctually gifted, of high endurance, nearly psychic, and absurdly powerful. These women represent the lioness. They are protectors of the planet, and their birthright is mysterious even to the Sages.<br/><br/><strong>The Gate camp</strong>: The only camp in Anders connected to an entrance. The southern wall is sandwhiched by the camp. This camp allows the most safety from demons, but the most unpleasant humans live in this dirty section of town.<br/><br/><strong>Hand Magic</strong>refer to<em>magic</em><br/><br/><strong>The Infusion ritual</strong>: One mage (male or female) can use this spell to transfer some of their own essence into active energy and (technically) curse a targeted person with it. The spell vacuum's out exactly 1/5 of the mages power. So if some one were to cast this spell five times, they would no longer be capable of magic. Naturally if some one is 'more gifted', the 1/5 of their energy will be more cumbersome than some one who hasn't yet realized their potential. If a mage were to cast the ritual five times on the same person, it would likely kill the recipient of the energy. But if it didn't, they would be impossible to stop, theoretically.<br/><br/><strong>The Jikundi Truun</strong>: Founded by two men, Reni Jikundi, and Albert Truun. Jikundi was a slayer of epic proportions, and still lives to this day, operating the camp with Albert's students and his own. Reni has lived through 75 winters now, the Ji Tru's eighth one will be his 76th. He mastered the movement of the physical body and started to take on students more than two decades ago. His star student was Cristop Alessy, a young man with something incredibly special in the corner of his eye. Albert Truun was a warlock with the significant specialty in energy manipulation. Truun had chi like powers, forcing inanimate objects to move with the flick of a wrist and a few soft words. In addition, he also controlled electricity and other unseen forces. For a long time, him and Reni had nothing to do with each other. Sparing the ten pages that it takes to tell the origin story, I'll skip over this section with one sentence:<br/><br/>A very evil woman was about to destroy Anders, a human.<br/><br/>Albert Truun used the defining spell of the Ji Tru clan's power. He infused Cristop Allesy with a magical essence. this spell turned Cristop into a walking thunderstorm, quite literally, his punches and kicks became powered with electricity and with enough practice he could even charge energy in the form of a projectile. In addition, Cristop was learned in the ancient knowledge of physics. It was this understanding of nature's laws that gave him the freedom to incorporate his new gift into his martial arts. Cutting much of this out again, there were and still are two backdraws to the 'infusion spell.' The caster of the spell loses a significant amount of h/er natural wiccan gift, and the recipient of the spell can never turn his lightening off, it takes extreme concentration not to damage (or kill) friends and allies. Cristop's entire personality changed, he became silent and dark. Like a god, he inspired the town of Anders to make The Ji Tru clan their official guardians.<br/><br/>In the Northwest corner of Anders' walls, two camps were built on either side of the altar that Cristop had placed himself during the infusion. The northern camp was intended to house witches and warlocks, the southern camp was meant to train further students of Jikundi<br/><br/><strong>Joriad</strong>: A style of Jikundi Truun. (Jo-Ree-Ad) These individuals wear extremely heavy armor, and they carry obtusely large weapons. commonly called the fourth level of Anders defenses, the Joriad do not step backwards, and they're movements are designed to keep the enemy at a distance<br/><br/><strong>Knight</strong>: Refer to Rank (Jikundi)<br/><br/><strong>Magic</strong>: The Sages have concluded that Angels are just great men and women of the past. God has never constructed a warrior to protect his creations. Therefor, Angel's are not contained in the kingdom of heaven to save the human race, they are there in order to inspire our greatness. Magic exists in every possible form it can be imagined. The secrets of the craft were released by the Sages, but not all of it. Some covens have withheld information in order to protect themselves, out in the world, assuming the Order's position as protectors to their own people.<br/><br/>So, The Jikundi Truun have two training regiments: One is called Black Arts. the other is called Ritual Magic<br/><br/>These are the two kinds of magic that we're dealing with here. The two variety's assist each other, but they exist in large part by themselves as well. And in order to be truly powerful it is important to train in both of these aspects, or ascertain some kind of gift for one, the other, or both.<br/><br/>Black Arts/ Dark Arts/ Hand Magic - These powers are manifested on command. The caster can prepare spells in advance, and devastate their obstacles. This includes fire throwing, wards or shields, telekinesis, aura projection or body energy blasts, lightening bolts, etc. One can make their power stronger by using Ritual magic, but the actual act of most battle ready magics are restricted to this variety. The real strength of the magic is entirely dependent on the user(s). If multiple witches use the same spell together, their force will be stronger, naturally. Again, ritual magic and practice in the dark arts may increase the strength of an individual witch. But, it is not guaranteed, most are born with the gifts that they receive.<br/><br/>Ritual Magic/ Camp Magic - This form of magic is performed in private places so that no one can disturb the process. These spells take a long time to produce, and often aren't involved with directly harming anything. this includes summoning of demons, enchanting space with protective shields, cursing some one or some thing, altering ones own appearance or personality, focusing power into people or instruments of magic, portal creation, etc. In general, the more the merrier when it comes to ritual magic: Four candles works, but why not four hundred. One person can do it, but seven people chanting in the corner would create a large force of energy to use. If you need to burn a picture, a match can do the job, but a bon fire will intensify the spell. Further, people without any natural ability with the dark arts, can use ritual magic without any trouble, and even introduce the magic into the body. Ritual magic is the gateway magic.<br/><br/>And another brief note that means a great deal about the magic: there is pretty much no exception, magic is dark energy being used to manifest human desire. It is evil, if one can use it with dignity and honor, they are held in high regard. this is partially why the Truun house is so well respected.<br/><br/><strong>Male Slayers</strong>: haughty, over-confident, and stupid. these men are too brave and end up stirring the soil. A male slayer usually dies young, but he makes paths for the females to come in behind and clean up. Like vanguards, and cannon fodder. Not often, but commonly enough to mention, a male slayer grows up to be a wise man, a priest, or even a Sage.<br/><br/><strong>Master</strong>: Refer to Rank (Jikundi)<br/><br/><strong>The Months</strong>: refer to calendar<br/><br/><strong>The Order of The Sages</strong>: The Order of the Sages have been said to exist through the entirety of human history, back to our days in the 'garden of eden' and before. The have been wise-men and wise-women that guide our erratic population away from destruction. the are known to be extreme intellectuals, and since AW has been, they have made themselves public, still some out in the world do not believe in their existance. Anders on the other hand, has a base inside of the Gate Camp and the Tower Camp. The Order of the Sages are responsible for preparing, and housing the slayers of our time<br/><br/><strong>Other Studies</strong>: As well as the fighting styles, a student can achieve four levels in all of the following studies.<br/><br/>The study of physics left over from Cristop's contribution seven winters before.<br/>The study of the dark arts, even without an infusion spell, the Jikundi warrior can learn from the witches across the way; how to energize their strikes, and enchant their weapons with electric charges.<br/>The study of ritual magic. Although lacking in practical purpose, the study here creates maturity in the student, and often makes them more aware of the world around them, a remarkably useful tool on the battlefield. In a pinch, a ritual magic user can provide extra sensory powers to h/er allies, the most common use of this practice is to boost the warriors, and to enhance the relationship between Jikundi clan members and Truun witches<br/><br/><strong>Priests</strong>: There is no holy church, and most chapel's in the world are very basic huts with blessings and candles to keep the walls purified. Where ever a bible may lay, typically ten or twenty priests grow by the decade. any bible seems to create them, the religion doesn't seem to matter. They all work together display either crosses or stars that both represent the power of god.<br/><br/><strong>Ranks (In Jikundi Truun)</strong>: a starting student is called a Scholar. Once promoted by the master, the become a Sentry. Once promoted again, the become Knights, Finally if the reach the final level, they are considered Masters. Only Masters are considered to lead the gym.<br/><br/><strong>Recon Slayer</strong>: A Recon slayer lives in the shadows, they are typically instructed to avoid contact with demons, and follow them instead. It is a misconception that a recon slayers job is more dangerous. They do spend more time around demons, but they are rarely if ever spotted. Almost every recon slayer is a female.<br/><br/><strong>Religion</strong>: (refer to priests)<br/><br/><strong>Ritual magic</strong>: refer to<em>magic</em><br/><br/><strong>Scholar</strong>: Refer to Ranks (Jikundi)<br/><br/><strong>Sentry</strong>: Refer to Ranks (Jikundi)<br/><br/><strong>The Slayers of Our Time</strong>: From birth, a slayer is exceptional in almost every way. They learn to speak quickly, athletically gifted, intuitive, and witty. Their body chemistry is perfect, and finally, they are gifted with superhuman strength and reflexes. A slayer may be either a man or a woman, but it is common among them to believe that the female's are far superior to the males, who happen to get themselves killed a lot.<br/><br/>There are two kinds of slayers, assault and recon. The assault breed tend to live in large settlements like Anders in order to protect it's citizens. The recon breed live in small encampments with their Sages out in the sticks with the demons and vampires. They follow demons like ghosts in the daylight or night, and plot the enemy movements to prevent up-rises and stampedes that have been known to turn whole camps into rubble and ash<br/><strong><br/>Sokudi</strong>: A style Jikundi Truun: (so-koo-dye) The philosophy behind this style is quickness, agility, and fast strikes that result in instant death. The ideal weapon for a Sokudi warrior is a short sword, or a very thin javelin.<br/><br/><strong>The Street camp</strong>: A camp inside of Anders to the Northeast. It is a dangerous place to live, far away from most of the city guards and close to the holes that demons slip in through every night.<br/><br/><strong>Technology</strong>: There are ancient machines from the 'Age before', when there was time and electricity flowed through every city. There are mechanics all over the world that have managed to decipher the ancient texts and create monstrous machines capable of almost anything the human mind can imagine.<br/><br/><strong>Time</strong>: refer to calendar<br/><br/><strong>The Tower camp</strong>: A camp inside of Anders with a 70 foot watch tower a top a hill that the camp is built on<br/><strong><br/>Truun magic</strong>: Albert Truun was a master of energy magics: lightning, redirected force, waves of kinetics, and electronics. This communicated well with Reni Jikundi's focus on centrifugal force, and bodily energy in the arena of fighting and warfare.<br/><br/><strong>Vampires</strong>: fuck Anne Rice, fuck Joss Whedon (loosely based on his though), fuck stephanie meyer, and Bram Stoker. The vampires of this world are vile creatures. They can slide through the ranks of men undiscovered, but their demonic souls are bitter and without an ounce of mercy. A vampire does not age, it is a solid being in the middle of an ever changing natural environment. This stillness is said to cause an instant psychosis trigger. The moment a man wakes up from death as a vampire, his loved ones can watch the humanity drain out of his eyes, so the stories go. The Sages and Slayers claim that the human body is like a shell. The living soul leaves the corpse, and a demon spark is left inside, over the next 70 hours or so the demon gestates, and then violently rises to slaughter every living creature he finds until death finds him, rightly.<br/><br/>Killing the vampire is not an easy task. They are fast, strong, hypnotic, and attractive. It is likely that once one realizes that he is in the presence of a vampire, he is likely unable to escape. fortunately, the Sages have educated the population, and people know to stay near the fire at night, or inside. Since the vampire is a walking corpse, it is not visible in the mirror, and it is not allowed within a private residence without an invitation. Like an obedient child, vampires cannot effect the another man's world until it is acknowledged by him directly.<br/><br/>The sun does not light them on fire, it melts them, skipping the flame routine, and going straight to evaporation. A decapitation will finish the demon. A cherished and blessed wooden stake in the heart is enough to do the trick, anything other than wood will not do, and if the stake is picked up without ritual, the vampire can shake off the wound like a bad hair cut. Concluding, any holy symbol can function as a deterrent. For, the faith in God that the holder of the symbol possesses spite's the creature, any trinket, object, or liquid can represent the almighty, and if exposed for long enough, the creatures will disintegrate into nothing (i.e. a holy water bathe, or prolonged presence within a church).<br/><br/><strong>The Wall camp</strong>: A camp in the southwest corner of Anders, made famous by it's gigantic thirty foot wall that protects it.<br/><strong><br/>Weapon Blessings</strong>: As far as weapon blessing. The only weapon that needs to be blessed are wooden stakes, a Sage would know how to perform the blessing, as well as Slayers, some practicing priests would also do a wonderful job, and I'm sure any practiced witch would know the ritual. the main reason i have that little stipulation in the vampire killing rules is pretty simple, I want fighters to roll into battle with exactly what they need on them. Call me crazy, but the vampire that gets killed by the leg of a broken chair is lame. A slayer will walk into fights with exactly as many stakes as they feel that they need, and if those stakes are not enough, they will probably die.<br/><br/><br/><div align="center"><strong>MAPS</strong></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"><div align="center"><strong>Anders' surrounding area</strong><br/>(http://i44.tinypic.com/2pop4wh.jpg)<br/><strong> The Town of Anders </strong><br/>(http://i41.tinypic.com/cnxbn.jpg)<br/><strong> The Jikundi Truun Camp</strong><br/>(http://i41.tinypic.com/m7dfrb.jpg)</div></div></div><br/><em>Edited at 9:30 pm Pacific.S.T on Feruary 19th, 2012   -ADDED- Anders. The Five Camps. Technology. Clothing.</em>