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Welcome to Alyria Online — fan guides and archive for Materia Magica

THE POWERS

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Name

powers — anthropomorphic personifications of the forces of the five elements, worshiped across the whole of Alyria

Synopsis

religion follow <deity name> - in front of a [Clergy]member of that deity
religion info
religion who <player name>
religion list
religion abandon

Description

The majority of the denizens of Alyria worship personifications of the forces of the five alchemical elements - earth, water, air, fire, and ether. They are known as the Powers. Sub-classifications of these five Major Powers exist, which vary among the sentient races, defining certain aspects of each greater Power, but the essential forces remain the same. These Powers are named and classified as follows:

Maradas

Earth - Masculine, cold and dry in nature. Represented by the color black and the direction north, and linked to the Physical plane. Gnomes are the faerie creatures directly embodying the primal forces of this Power.

Ithrilis

Water - Feminine, cold and moist in nature. Represented by the color blue and the direction west, and linked to the Astral plane. Undines are the faerie creatures directly embodying the primal forces of this Power.

Dira

Air - Feminine, hot and moist in nature. Represented by the color yellow and the direction east, and linked to the Mental plane. Sylphs are the faerie creatures directly embodying the primal forces of this Power.

Gath

Fire - Masculine, hot and dry in nature. Represented by the color red and the direction south, and linked to the Spiritual plane. Salamanders are the faerie creatures directly embodying the primal forces of this Power.

Vandyne

Ether - Androgynous and Neutral in nature. There is no faerie creature directly embodying the primal forces of this Power.

The Powers are themselves parts of the primal Unity - the point in the universe from which everything stems, simply, the 'One'. Some races do not believe in this unity, stating that the five Powers are the only forces in the universe, but it is known to the exceedingly wise that the Powers are all extensions of the One.

Priests will usually choose one of the five Powers or, depending on their race, one of the many aspects or combination of aspects of a Power. To tap into the forces of the particular Power they serve, they will use a combination of chanting and gestures to bring about the appropriate mindset. Representatives of a religion will be marked with a [Clergy] tag in front of their names. Players may become a religious follower by interacting with these clergy.

The lesser Powers are as follows: Vehja - Smoke Graph - Ice Gonur - Ooze Talur - Magma

The demiPowers are as follows: Zanct - Lightning Gerdun - Steam Orth - Radiance Malfat - Vacuum Tripp - Minerals Ethgon - Salt Vaugal - Dust Unter - Ash

Druids serve and respect all of the Powers and may call upon their primal forces when needed. A druid will never call upon the One except in a dire emergency, for the One embodies the combined forces of all the Powers and is almost impossible to control without losing oneself

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