Personal tools
Search

Djed Storm of 512

From Mizahar Lore

Revision as of 18:23, 27 July 2019 by Ines (Talk | contribs)
(diff) ← Older revision | Current revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Contents

OOC

Ivak is now a force in the world again. You will have non-Azenth generated natural earthquakes and eruptions. The people of Wind Reach, the Inarta, are no longer under a geas to forget him every five minutes after someone telling them about him.

Glav Navik has ascended to become the God of Peace. He’s taken Sylir’s name. He will answer to Glav if people call him who knew him before. He’s also, systematically and instantaneously marked every full Syliran Knight in the game with his gnosis mark. If your PC is a full Syliran Knight, please HD ticket us.

Akvin Kultra, the former immortal magecrafter of Syliras, has ascended to Godhood. I am not revealing which god at the moment because I’m saving this for a future thread where he will be very important.

Ssena, the current Voice, has taken advantage of the situation, slipped in on it, and has ascended as well. She’s become the Goddess of Fear.

There is now a player character Velispar in the game. This character is a special situation and he will probably be the only one in the game for a great deal of time.

Xhyvas has reformed, spearheaded by one of the ten Gasviks left in the world. Gasviks are his winged servants that resemble leathery gargoyles that start as very small handful sized creatures that over time grow and expand to be man-sized. He has pulled his hidden power and blood from those mortal relatives walking around carrying it and managed to reform. The Gasviks can now reproduce and start to build their numbers back up in the world. He is the god of Possibilities and Transcendence. Those that ensured his survival have been rewarded.

King Sultros came back to help with this fight. He was murdered during it, but not before the entire Isur people had visions he induced in them. This will lead them to come to the surface again, perhaps somewhat, and begin talks with humans and other races.

Now, what’s relevant to you, the player. Wind Reach suffered an explosion of djed that which not snatched up by these godlings was thrust violently out into the world unpurposed. Once Ivak’s prison fell, a storm of the century ensued. In the days of the Valterrian, these storms happened daily and were the number one reason everyone who survived the initial blast went underground. Let's talk about Wild Djed. It alters things it touches in strange ways. Some things remain the same, unaffected, but some things get completely twisted, changed, altered, etc. The storytellers of various domains have let their imaginations run wild about how this affects each and every area. Wild Djed can also settle in 'pools' and contaminate the land in low spots creating pockets of completely weird areas. Wild Djed is a leechers paradise but it can also cause issues. The Storms are the worst. They are destructive and cause serious structural damage and changes to the weather and water currents in the world for a long period of time. I fully expect casualties in cities, livestock losses, and a huge 'wake up' call because we haven't had a storm of this magnitude on Miza for about 200 years... so most people alive don't remember them and what they are really like other than through stories.

Mizahar is going to suffer this release and suffer badly. People that have some sort of long-distance early warning systems like the Drykas will be at an advantage if they can get underground. If they just have tents to shelter in, their survival rate is going to be very low. Loose livestock will be lost or corrupted in a lot of ways. People living in stone will fair better as well.

Think of this as a hurricane with an F5 ferocity close to the epicenter but losing momentum and duration the further out it gets. The duration of the storm should be just one day... time length varied.. longer the closer you are... shorter the further away you are. Places that are far off like Eyktol and Mura and Falyndar will still be affected pretty heavily. Closer places like The Spires will be in chaos. Kalea will be incredibly hard hit with massive volcanic eruptions and lasting damage.

Mura holds the Champion of Avalis. This champion was able to foresee this event coming. Mura, in turn, warned Nyka, Syliras, Zeltiva, and Riverfall. Riverfall, in turn, warned Endrykas and the Svefra Nation.

IC

Sylira

Nyka

Nyka will suffer the storms for a few hours, at most. Though the people will be relatively well-prepared due to the warnings from across the sea, many will heed them lightly. All citizens will have been ordered to stay inside, and monks will stay on patrol to defend against the unknown. Skerr has conceded to wait a day before she blesses the crops for the season, but the last of a hasty harvest will still be in motion when it hits, ruining the rest of the crop. The rain-fire of djed will at least partially destroy many buildings, especially those in the Celestial Square and those situated around the Aperture. Most notably, the bridge between the Celestial Square and the Northern Quarter will crumble, as will the one between the Western and Southern Quarters.

The wild djed will run into the Aperture like rain into a river, giving new power to the forces that reside there. The storm will subside almost immediately, much like in Ravok, but the excess of power that was stirred will multiply on itself and persist for hours, declining to normal levels within four days. People will disappear at an alarming rate and Lances will become more numerous and powerful. Aperture monsters that have never seen the light of day will find the strength to emerge and wreak havoc on the city long into the night and beasts from around the city will be more attracted than ever to it. The use of world magic will be expounded and twisted to uncontrollable levels, while personal magic (including the morphing of Kelvics) will result in almost immediate overgiving and exhaustion, due to the chaotic leeching effect of the Aperture’s unleashed power. Though the Mother City will at first emit an almost tangible spread of panic, it will later turn to a faint aura of comforting calm that will affect all residing life forms for the next few days.

The monks will organize for action, not as separate factions, but as groups of protectors acting for the good of the city. Before the day is out, Xannos and Skerr will be leading efforts to regroup and rebuild while Laat accounts for the bodies and properties of the dead and missing and Uphis maneuvers the joint forces around eliminating the roaming monsters. A small group of monks and able citizens have been collected to investigate the Aperture while it is presumed to be emptied, to attempt to discover the fount of such chaos, or even scout prospects for colonization, in the event of another catastrophe.

Nykan citizens have strong ties to Vantha ancestry. See Avanthal for effect on those with Vantha heritage.

Ravok

The storm in Ravok is going to last about two bells, but it's going to hit hard. The first thing that the Ravokian's are going to notice is the cold. Normally Rhysol's protections keep the city at a nice, perfect temperature year-round, but the full effects of winter are going to roll in during this hour. In a span of maybe twenty chimes, it's going to go from just cold to cold and storming the likes Ravokians have never seen. The rain itself doesn't do much damage, but the wind from the storm causes waves to crash over Ravok, flooding and destroying buildings, tearing down bridges, and sweeping people into the lake. It's going to be a storm such as you would see out on the high seas.

Several major structures are going to be damaged including the Temple of the Black Sun. A large portion of it is simply going to sink beneath the waters of the lake, including the main prayer chamber, and anyone trapped inside will go down with it. The ships in the Shipyard will all suffer major damage, being close together, and any boat caught out on the lake will probably be lost. The Healing Hand is going to be overrun with injured people, and for several days following the storm will even take in non-citizens. This is mostly because they won’t have time to check for ID papers, but non-citizens will be able to take advantage of the free medical care.

The House of Immortal pleasures will continue to operate as normal, offering a special apocalypse discount to those crazy enough to show up during the storm.

The Institute of Higher Learning will open its doors to shelter people during the storm, granting blanket permission to enter to all in Ravok. Being highly enchanted and the center for most magical activity in Ravok, its protections are stronger than the Temple itself. The institute will suffer very little structural damage, perhaps a broken statue or vase here and there, but that's about it.

The Rising Dawn is going to take advantage of the aftermath of the storm, spreading dissension through the streets and reminding everyone how Rhysol failed to protect them. This will eventually lead to them launching a full-on offensive against the broken Temple of the Black Sun. As for the Black Sun and the Ebonstryfe themselves, the Black Sun is going to be in utter turmoil. It is going to fall to the Ebonstryfe to not only clean up the mess and deal with the people trying to take advantage of the chaos which is part of their job already but to govern the city and lead it in religious matters as well.

As if all this wasn't enough, a group of Dravlak are going to escape their handlers and start wreaking havoc in the city. They are led by one very large Dravlak who seemed to have absorbed some of the wild djed, making him more powerful and granting him a tiny bit of sanity, enough to make him want to punish his captors and the god who turned him into the monster he is.

Speaking of gods, where are Rhysol and the Voice during all of this? Normally Ravok is protected from things like this by the presence of Rhysol in the city. As long as even a little bit of him is focused on the city, it is protected, but Rhysol's attentions seem to be elsewhere, leaving Ravok completely defenseless. As for the Voice.. nobody has seen her in days.

Sahova

On Sahova, the underground part of the Citadel, where the wizards reside - buried under thick layers of volcanic rock that withstood the Valterrian - will be spared most of the destructive power of the Djed storm. The rest of the island, however, will suffer despite the distance from Wind Reach. The golems will take the hardest blow. Just like they mostly went insane or berserk in the Valterrian, many serving golems at the docks and throughout the island will start to malfunction, making approach very dangerous. Ships could easily find themselves being fired at when trying to dock. Some golems will find themselves with heightened awareness, and one will start claiming to be a prophet from a new golem-religion.

The Testing Grounds will largely be abandoned for the time being, with the Djed Storm altering many of the experiments. Lector Qiao, acting Archwizard, will be organizing an expedition to reclaim the area. Very conveniently, this expedition will consist of political enemies who won't be missed.

Sunberth

In Sunberth, the rats were the first to flee. The rats lived and died in the catacombs, tunnels, and old mining shafts riddling the city’s underground. As the skittering critters fled, those humans crawling upon the slimy underbelly of society were quick to notice and follow. These cowards survived easily, making the underground warrens their sanctuary, but the city was not so lucky.

The very first section hit was the Sunset Quarter, ravaged by fire only a season before the few remaining structures tumbled. Effectively the southeastern portion of the city was covered in debris. Near neighbor to the slums, the Gated Community weathered slightly better. Several blocks were dislodged from the top of the fortress’s wall and plummeted down on to either side; wrecking homes and ending lives in a brutally blunt fashion. On the North side of the river, Robern’s holdings suffered mostly financial losses though the Rotting Mansion sustained heavy damages.

The real curiosity of the day, when the vermin emerged from their hiding holes they would find the Temple of the Unknown changed. The doors were sealed and had been transmuted into a hard, opaque stone. Those who knew of other ways to enter to the temple found them all blocked by similar unknown formations. Currently, the conditions of the rabble which had attempted to hide in the temple remain unknown.

Syliras

What came before...

The coming storm has been foretold, but even that cannot save all in Syliras.

The messenger of V'nessi is welcomed to Syliras with open arms, her coming anticipated by Kaylana Natra. Though the Seers of Syliras have almost all been touched by some dark vision, it had been nearly impossible to sort through them all to know what doom would befall them. Now they knew, and the Knights straightened their spines and sharpened their swords as they prepared for the fallout.

A week before the storm broke, Grandmaster Loren Dyres made a city-wide proclamation: that in three days, at sunset, the gates would be closed and sealed. All those who remained within the walls would be moved into the vast caverns beneath the city, and there they would remain until he deemed it safe to step into the air once more.

That day the residents of the Mithryn and Eventide Outposts were escorted to Syliras and were the first brought down to the bunkers within the Fourth Tier. For the next three days, every knight and squire and even the pages were given assignments - all training was put on hold as they worked to secure the city. A great deal of the First Tier was systematically hauled out - weapons, armor, valuables, all of it boxed up and brought out to the Windmount District. Several of the warehouses had their contents moved there as well. It seemed that anything of value to the city was brought to the fields and piled high beside the stables while the warhorses fretted in their boxes.

The knights also began moving people below to the bunkers. Those who had family members within the knighthood were given special priority, as were shopkeepers and their employees. But eventually all were given a place, though many were crammed into the bunkers in appalling numbers and by the end, some were simply shoved into unfinished caves and told to hunker down.

True to his word, Loren Dyres had the gates sealed shut. Travelers who were fleeing to Syliras for safety were given no special treatment - the deadline had been set, and he closed the gates even as some pounded their fists against it and begged for reprieve.

After that, the only ones who passed the walls were the White Company of the 4th Regiment, Gold Quadron. Warrior-Mages, all fifty or so of them, and they rode out to the Mithryn Outpost to do what they could to save the future of Syliras. The only other company of mages made camp in the stables and readied themselves for much the same battle as their fellows.

The storm breaks...

While the djed storm faded ever so slightly with every mile between it and its epicenter, the hurricane that accompanied it became more powerful on its passage across the Suvan Sea. When it finally slammed the great stone city perched on its shore, it was a terrifying thing.

Wind and waves destroyed most of the docks within hours, smashing some of the ships that had anchored there and sending the others spinning off into the Suvan Sea. Most of the Warehouse District survived intact, though several roofs were damaged and there was flooding in almost all of them.

The walls of the city held fast, built when people still remembered what it was like when djed ravaged the world, but some of the older districts could not stand against the hurricane. Almost every window to be found in the city was shattered, and several of the more decorative parapets crumbled and fell, caving in walls as they were tossed in the wind.

By far the worst-hit within the walls was the area just inside the Main Gates. All those small, autonomous buildings stood almost no chance against the rage of the djed storms and began to fall like dominoes. The Golden Dragon was completely decimated, reduced to nothing more than rubble. The narrow corner building that housed the Welcome Center and Employment Office was lost as well, though there may be enough left to rebuild it. Several other inns including the White Swan had their upper floors damaged, though the taverns that made up the ground floor would likely be just fine. Traveler's Row, being built into the wall itself, survived without much loss.

The stables and fields, as well as the horses and equipment stored there, were protected by the Shielding of the mages who camped there. However, the shields were difficult to maintain - for they had to keep out not just the wild djed, but the very storm itself lest they lose entire warhorse breeding lines - and thirteen of the mages died in the efforts, suffering from the backlash of the djed storms.

Eventide Outpost was very nearly wiped from the map, with only a portion of the walls and a few smaller buildings remaining. Half of the hamlet was no permanently underwater, the borders of the Suvan Sea shifted forever.

Mithryn Outpost, like the Windmount District, was more or less protected by the warrior-mages. Their most pressing concern, however, had been the Syliran Fields. The fertile lands must survive, and so they worked to keep them from turning to swamps or worse, into dead zones. However, there was much more area to protect here than there had been in the Windmont District, and the mages had had to make a choice. And so they focused their shields and spread them as thinly and as far as they could, concentrating on keeping out the magic that tore through the land alongside the wind and rain. This year's entire crop of winter wheat was lost, but the soil survived, and crops could be regrown next year for those that survived the coming famine. Because of their efforts, most of the fields near the delta were spared. Even so, many of the orchards were lost: trees stood twisted by the wild magic, bearing only poison fruit.

The Magecrafter of Syliras, Devandil Nightshade, nearly spent himself trying to save the fields. His efforts left him crippled, his limbs as twisted as the trees of the orchard, and it was unclear whether or not he would survive to see the summer months. In addition, another eight mages died of overgiving during the storm, and perhaps a dozen more were incapacitated by it. Time alone would tell if they would recover.

Loren kept the people of Syliras deep within the bowels of the earth for two more weeks after the storm had passed, though the citizens grew restless and panicked, and several riots had to be put down with sword and fist. He waited until the mages returned from Mithryn and Sergeant Knight Equuleus personally assured him that it was safe to emerge. Then there was more panic as fifty thousand people climbed into the light and found their world nearly destroyed.

All in all, nearly two thousand Sylirans perished in the caverns, by riot or sickness or foul play by those who wanted their food rations. Another few hundred were declared missing - those who either refused to leave their quarters or were outside the wall when the storm hit.

One creature, though, did not mourn the djed storms. The Windoak delighted in the wild magic, and the knights who were able to understand the difference would note that it seemed even more powerful. And in the coming months, it would begin to take a much more active role in rebuilding Syliras.

Zeltiva

Zeltiva is quite a distance from the epicentre of the storm, but we're certainly going to still be feeling the effects for a long time to come.

The storm will cause damage across the city, most notably the collapse of the astronomy tower in the West Wing of the University, and subsequent collapse of the roof below. The Scholar's Asylum is severely damaged, and several dangerous mages escape into the city - with the potential to cause mass casualties and danger.

After two mysterious obelisks rise in the straight in Mathew's Bay, the displaced water is funneled towards the city in a tidal wave. The wave itself destroys three of the small docking piers and also damages the end of the Cerulean Pier. A large swathe of dead marine life washes up on the shore, with pooling of wild djed causing bizarre occurrences with the tides.

Zeltiva's food rationing worsens even further. Due to the storm, imports from Syliras are closed off, and all constant movement of food into the city ceases. The lack of food causes outbreaks of trouble and rioting across the city.

The objects that rise in Mathew's Bay with the storm are large obelisks of obsidian black and ivory white. They hum with potent magic and loom over the city like twin phantoms from the past. They are a dark omen for the future - and may be connected to the recent artefact theft in the University.

For weeks after, Zeltiva is in a state of chaos as worries over food intensify, and parts of the city lay in partial ruin. Crazed mages run rampant in the city, and riots and looting are rife. Researchers make startling discoveries at the obelisks.

The storm seems to promise more catastrophe in its wake...

The Islands

Mura

Bing that they are the furthest from the epicenter they will suffer the least. Couple this with the fact that V’nessi saw this coming and was able to prepare the city. Mura will suffer the least, but they suffer uniquely.

Food will be limited especially since I don’t see any ships traveling to and from Mura anytime soon.

Travel to and from Mura will be very very very limited especially since most if not all ships will be destroyed during these storms.

The Suvai Pavilion, as well as the balk leading to it, will sink into the silver lake.

Any vision waters traded after this event are extremely potent.

No wine will be produced by the Two Sisters Winery this season.

The Silver Velispar Emporium will break off of the bridge and sink into the small waterway under it. Ra’Mari will doubtlessly be hiring PC’s to go treasure hunting.

Some of the Silverwood trees will start to develop long poisonous thorns and drop fruit that is also extremely poisonous.

The Crystal Caverns will be an evacuation zone during the heat of the Djed storms since they are one of the only safe areas in Mura.

Some of the Opal Temple will suffer damage but not Rak'keli's tower

In preparation for the storm, the Medical Library will be moved in watertight containers and moved to the catacombs of the Opal Temple for safe storage. Which is good since the library will suffer damage as well.

Any fortune-telling done by anyone with a level less than expert will be extremely erratic and unpredictable due to the overbearing changes that will be happening. And even expert fortune tellers will have a hard time weeding out the 'noise' of the chaos around them.

Taldera

Avanthal

The most evident change will be that all of the snow in Avanthal will be gone. The city will be strangely warm, possibly about sixty degrees at first and then fluctuating between about fifty and eighty degrees. This will cause the icestone to start flaking away, destroying a lot of the structures in the city, as well as a good amount of the city's art. The following structures will be destroyed.

  • Icewall Gates
  • All of the statues, sculptures, and structures in the Sculpture Yard that are made out of ice or icestone
  • Svanhildr (Avanthal's Prison)
  • Mirror Lake (it's going to melt, not be destroyed but you catch my drift)

More details that don't exactly fit in the above area:

  • Tanvalis Falls (the waterfall at Frozen Falls Market) is going to melt and will flood Frozen Falls Market. If it is not stopped (Ice Reaving and Ice/Water Reimancy), it will flood into the rest of the city.
  • Morwen's Castle will begin to melt but slowly since she has people on guard at the castle all the time and all of these people have her mark. They will work around the clock to make sure her castle does not melt but despite their efforts, it will melt considerably each day.
  • Mirror Lake will melt and will flood the area all around it.
  • Coolwater hold is going to be completely submerged with water due to melting and the water level rising.
  • The city will become much more dangerous since Svanhildr has melted and the criminals are now roaming free. Also, with the melting of Icewall Gates, the wildlife of Taldera will be able to get into the city, as well as anyone undesirable.
  • The wild animals will become much more hostile and the Phylonurists will follow suit.

Needless to say, Morwen will not be a happy camper. A huge portion of her city is going to get destroyed or ruined. Gossamer, if there is anything special you want going on with her, I will be happy to have it happen. I did not want to make all of the Morwen decisions in case there was something, in particular, you wanted to happen.

Anyone in the icestone mines is going to get killed so the Iceglaze population is going to plummet. If they are in the mines they'll either get drowned by the water rushing underground from everything melting or the mines will cave in on them due to the increase in heat, causing the icestone to flake apart.

Coolwater hold is going to lose a good amount of their members as well since half of their hold is going to be underwater.

Now onto Vantha and Kelvic business (in Avanthal of course). The Vantha's eyes are going to be stuck on one color and they will not change until this whole thing ends. Depending on which color their eyes are stuck on, that is the emotion they will feel until their eyes go back to normal. Take Kovu Skyglow for example. When he gets excited or happy, his eyes turn yellow. If his eyes get stuck on yellow, he will be happy and excited all of the time. This includes all mixed blood with Vantha eyes and the Kelvics with Vantha parents who inherited the Vantha eyes from them.

Also, those who are in the city who have Vantha blood in their family but do not show the Vantha eyes or aurora colored streaks in their hair will find that one or both will start to surface. It might be immediate or it might happen slowly. Here is an example.

Katie Fox has two human parents who were both born of two human parents. Her mother's mother's father was Vantha meaning that she does have Vantha blood in her. The storm will awaken the Vantha genes from way back to her great great grandfather.

Kelvics will not be able to control their changes. They will either be stuck in one form, unable to change, or they will change without notice. They might also become more feral and they will pass this onto their bondmate. For example, Senari is Jedara's bondmate. Senari starts feeling like a wild bear and Jedara follows suit.

Other things that might happen to anyone are:

  • Memory loss (mild or severe)
  • Awakening of latent mental illnesses (mild or severe)
  • Sickness

The Spires

Springtime is usually the time of year when The Spires begins to warm up slightly after the chilly winter. Because of the storm, the weather is going to turn colder instead of warmer, causing more frequent snow. This will cause the city to shut down, due to the customs of the city regarding days of frost to be celebrated. The city will not bounce back from this cold time as fast as they expect though. The plants will expect the warmer weather coming and prepare to blossom but the right temperatures will not unfold. The springtime planting will be halted due to the frost, greatly setting back the crop industry of the city. Shaikai River will be frozen, also greatly setting back the farming season seeing that is will not be able to flood and give the ground nutrients.

All creatures, sentient or not, in the city will turn feral. The ways of nature and the Jamoura roots will seep into all who dwell in the city driving them to become more animal than human-like if they were human-like to begin with. The Jamoura will be the most feral, becoming the creatures they were before Caiyha's gift. Buildings and structures alike will most likely be destroyed either by the decay of the plant life due to the frost or the wild rage the citizens may or may not drive each other into.

The Three Judgements will be rendered void, along with all those who are affected by them.

The government will cease to exist as everyone in the city will become feral. While no one will know why all who are in the city become feral, it is the springtime fog that holds the secret. Just like pools or storms of wild Djed, the fog will become heavy with magic. This causes all who breathe it in to succumb to feral tendencies. While Jamoura are greatly intelligent creatures, they will not be able to figure out why this is happening since the wild Djed will hit them the hardest.

The feral change will happen in twice the time for a non-Jamoura as it would for a Jamoura. The steps for a non-Jamoura are as follows (read in # of weeks in the fog, for Jamoura [# of weeks x 2]).

  • One week- The individual will succumb to emotions much easier (easier to anger, sadden, make happy, etc.).
  • Two weeks- The individual will become very territorial.
  • Three weeks- The individual will start to abandon structured speech for growls, hisses, and more guttural sounds.
  • Four weeks- The individual's body will change slightly, causing teeth to sharpen, nails to grow stronger, and other changes of that fashion to aid feral life (of course, no animal ears or tails please).
  • Five weeks- The individual has become fully feral.

Only time out of the city can make the person begin to revert to normal but the process of becoming civilized once more takes much longer than the process of becoming feral. Many individuals will have to relearn how to live civilly and others might have feral tendencies for the rest of their lives.

Kelvics in the city will not be able to turn into their humanoid form. Even more so, they will not want to since they are becoming even more animalistic.

Overall, the city will be chaotic and dangerous. Some individuals might choose to join packs to survive in the city while others might choose to roam alone, unable to trust others. The Jamoura will most likely still have the most control over the city, seeing as they are the biggest and strongest, but others might try to rise to the challenge to gain some control over the city. There will be clear leaders in the city as individuals fight for dominance but it is yet to be seen as to who will end up on top.

Cyphrus

Sea of Grass

Vast tracts of grass have been decimated making finding food for the horses and Zibri to feed on incredibly difficult, and gathering even more so.

In contrast, the well-worn caravan paths that wind themselves through the grassland have vanished without a trace, its well-worn roads covered by thick grass, and with them the great stone megaliths that used to serve as markers have tumbled apart, transmuted into valuable ores precious to the grass.

The large migratory herd of Zibri the Drykas follows has been largely thinned out, and even with those Zibri on the surface, a goodly portion of them have been left infertile or tainted with madness.

The wildlife that survived the storm is much more aggressive and territorial.

Snarlwings are even more common of late with death abounding in the grass, and quite more aggressive attacking any creature or sentient being on sight.

Glassbeaks sighted are slightly fewer and almost always in packs of two to three. Those that had survived the djed storm are proportionately larger on average, and slightly faster.

Endrykas

News arrived to the Drykas from Riverfall about the approaching calamity barely in time, but despite this, a majority of the families making up the city managed to make it underground in time to avoid the devastation, though many families traveling separately of Endrykas find themselves unaccounted for and thus assumed dead until proven otherwise.

As it applies to the Drykas:

-For a ten-day, the Drykas stay underground checking the web often for answers as they wait to see if another wave of death passes over the land. Food rationing goes into effect, and diets mostly consist of the lichen and water that can be found underground.

-Food will be increasingly hard to come by as hunting has become even more dangerous, and foraging a risky business with some plants' entire makeup changed with the passing of the magic.

-Significant portions of the web have collapsed during the storm furthering the confusion and making gathering information as to what happened that much more difficult.

-The webbers that have been 'walking' the web at that time died in the process when their souls became trapped in the web leaving their bodies empty.

-Drykas that survived on the surface as devastation racked the land have found themselves shorn from the web, no longer attached, and similarly find that they have lost the ability to use any magic they might have commanded.

-In the same respect, Striders caught outside in the wild djed storm find themselves no longer able to draw energy from the web, and some even have become even more wild creatures, the keen intelligence they once possessed long gone and leaving them untamed creatures. Infertility rates among those striders caught in the wild djed storm also happen to be high.

As it applies to the Zith:

-Rising in the wake of the devastation from their caves and underground tunnels, the Zith find their hunting parties vanished without a trace within the following days, but more than that they notice a distinct lack of presence on the grass, and with that knowledge begin growing bolder. Attacks on separated drykas families moving through the grass become more common and with that so do attacks on those with larger numbers.

Riverfall

For a culture on the verge of extinction and one that has experienced the total loss of their city Valkallah, Riverfall took the warnings very seriously. In a matter of hours, Riverfall was emptied and all the ships in the port were dry docked and stowed in caves for all those that were portable. Housing that was above ground was vacated as well as businesses and warehouses. Everyone went below ground, doubling up and tripling up moving supplies, food, and fresh water into any viable space. Outriders were sent to Endrykas and the Svefra were given messages as well hopefully warning the pods of the approaching storm.

Riverfall was hit on the cusp of Spring, its first day, in the early morning hours. The storm raged for four hours, doing significant damage to taller structures in the city. Those made of wood and glass had issues, not because of winds, but because sea bird colonies drew up and raged uncontrollably in forms that no one recognized. These birds sprouted fangs and claws, transforming and becoming vicious. They remain a danger to anyone for days and days on end after the event.

The orchards and vineyards that were on the verge of budding for spring have been hit hard as well. Riverfall is well aware that they might lose a whole year of wine and fruit crops. This will lead to food shortages that must be made up through seafood harvest and trade.

Riverfall opened its doors to any Svefra and Drykas, trader or adventurer that needed shelter. Overall, due to Mura’s warnings, most of the Akalaks were spared the worst of it, having been forewarned. The Cerulean headquarters, the Takula Outpost, was all but crumbled. It will have to be completely rebuilt.

A small raiding party of ten Akalaks, caught unaware and having missed the warnings because they were out on the grass, were caught in the storm. They rode back into the city unscathed five days later, and to a man, they were now female and in complete and utter shock.

The great waterfall at Riverfall turned black with contaminated water, evacuating the Grasslands of dead bodies, debris, and completely and utterly corrupted organisms. The Akalak would have to work for weeks on end dredging Plunge Pool Bay and restoring it to its former beauty. The things that crawled out of the River and bay, most likely originating from the Grasslands themselves, were strange and unique. Some were rounded up for the Monstrous Menagerie and others put immediately to death.

Nivar Chevan sent out some of his personal guard to Endrykas as well to see if the Akalak could assist the Drykas in any way possible. It was his personal feeling that the population of Cyphrus should unite under strife, especially since Zith activity noticeably increased tenfold, with the Zith seemingly excited and constantly repeating ‘Their Goddess had finally come!”.

Falyndar

Jungle Wilds

The wild djed storm will trigger the following changes in the jungle:

- The Myrians blockading the main entrance of Zinrah will vanish into thin air, leaving only the items they had with them - armor, weapons, etc, will drop to the ground as if their wearers and owners suddenly turned insubstantial. Any mixed-blood part of this company will not be affected as such, but they will be extremely sick - severe vomiting, muscle cramps, and intense headaches will be the norm. It would feel as if something inside of them is trying to rip itself from their body but can't. Any animals they may have with them, be it Myrian Tigers, Tskannas, horses, Kelvic bondmates will be unaffected. The scene would look as if some divine force had decided to snatch away all the pureblooded Myrians, leaving everything else in its passing. The Dhani, realizing that they are unwatched by their antagonists for the first time in 200 years, will come out in force.

- Any Dhani that are outside during the wild djed storm will find themselves stuck in the form they are currently holding, be it human, Dhani or snake form. This change will be permanent unless they discover some magical way to remove whatever is holding them back from shifting, or if Siku steps in to grant them the gift of shapeshifting again, or if they learned Morphing. The pitiful ones are those that are in mid-shift when the storm hits - they will retain the form they were in during whatever stage of the shapeshifting process they were undergoing, leaving them grotesque and malformed.

- The wildlife will become more aggressive, especially the predators, making the jungle even more dangerous than it had been.

- Asheera, the half-Myrian/half-Dhani reimancer NPC living outside of Taloba who embraced her Myrian heritage more than her Dhani half, will find herself able to shift into snake form... and despise herself for it.

- [Update] The plant life will grow at an incredibly fast pace as the stream of wild djed surges through the jungle, erasing in a day any existing trails the Myrians and other sentients may have made over the years.

- [Update] Areas covered by pools of wild djed will expand, as well as instances of Qamur (if any).

- [Update] The Reflecting Pool will churn out as many of the simulacra of all the being it had ever absorbed since its creation as it can during the duration of the storm. Some of these will die in the jungle, while those who can survive the dangers of the jungle will roam it until they expire from exposure. Those who find their way to Taloba and Zinrah will try to integrate themselves in the respective societies before spreading their mischief.

Addition: As the storm begins, at the behest of the Goddess-Queen Myri, the Shadow Guard marches once more, continuing the duty that they began at the onset of the Valterrian, hunting for the survivors and reclaiming lost Tigers. They will annihilate any strangers in the jungle that they find.

Taloba

- The 200 foot clearing immediately outside the city walls will be overgrown with plant life. - The soldiers guarding the walls and facing north will be struck blind by the wild djed storm. They will permanently see either a bright light or complete darkness, depending on what time of day the storm hits them. - Any Kelvics caught out in the open during the storm will be unable to shift from the form they currently hold. This is permanent unless they learn morphing OR through the intercession of Caiyha. This only applies to Kelvics within the city confines. - The tskannas will temporarily be driven insane and run rampant within the city. The effect on Myrian tigers will not be immediately seen, but they will be harder to breed now than before. - The riamms will multiply faster than usual during the day the storm hits. Riamms born on that day will not be able to go berserk, but will retain their ability to expand into their 'berserk' size. They will be very docile, however, and it will be very difficult to make them undergo this transformation. The offsprings of these riamms will retain these properties. - The Myrians will now openly hate more than ever those who try to trespass into their lands, blaming them (the other races) for the wild djed storm. In particular, they will shoot to kill anyone coming in from the north, the origin of the storm.

Addition: In Taloba, the flora and fauna seem to explode in terms of growth and quantity.

Zinrah

- [Update] The residents of Zinrah will not be affected by the wild djed storm, except for those who are in the wilds when it passes through the region.

Black Rock

The Dead Isle, long noted for its inability for anything to grow, begins to bloom in earnest. The blackened carpet of grass in the graveyard becomes a vibrant emerald green, flowers blossom in a raiment of colours, and keep blossoming... despite their being trimmed. The Omens have their strange hands full keeping order as those desperate for shelter seek harbour. Despite their hopeful attempts, all boats but the gondolas are splintered into nothing, stranding travelers where they are, although the rickety, timeworn docks remain untouched by the same storm. A massive influx of souls from the newly departed searching answers swarm the city, demanding answers from the Dead Queen herself, and trying to incite riots in the meantime. The placidity and calm patience that has reigned for generations in the denizens of Black Rock is shattered, albeit temporarily, while they try to figure out what on Mizahar has happened.

Charbosi

The living coralline city far beneath the water is largely untouched, but for the water velispars and the other strange creatures that lurk in the depths, growing larger and more aggressive. A battle for survival will ensue, as the peaceful city is forced to defend itself against creatures driven mad. The entire harvest in the aquaculture fields has been disrupted, and new, strange plants are growing. The old city of Charbosi begins to slowly gain colour at its very roots, giving hope to the Circle of Elders that it may one day yet return to life. A deep rift has cracked open to the south of the city, opening up new dangers and prospects for the far-too-curious Charodae.

Kalea

Alvadas

In Alvadas the storm itself will weather the very walls concealing the illusions before it makes its way further into the city. With the city's first line of defense is taken down, along with the containment field which holds in Alvada's illusions, the very nature and power of Alvadas will leak out of the city spreading over the wilderness nearby warping the space illusion touches, twisting it with the fierceness of the storm. Unpleasant things will come from this as a horde of everything nasty assembles to attack the city after the storm.

Within Alvadas the storm itself will be silent from screams of the people to the vast destruction of the buildings therein everything will be silenced, muted in a strange but oddly poetic fashion many will perish. The wild Djed won't stop with just destroying random buildings, but will seem to target buildings of importance. The Colosseum of Alvadas will be completely leveled, destroyed, with no trace of the old stone that makes up the building. Shale, the ringmaster, also will disappear without a trace. The red sand which once graced the Colosseum grounds will turn into red stone, a ruby-like substance. This stone will spread over the immediate area around the Colosseum, covering the ground and those touching it along with it.

The Underground will remain woefully unaffected by the storm's ravages. The red moon which is in constant shine above the place will wax and wane as the storm progresses, even red stars will start to appear in the sky, oddly if anyone would notice a star will appear from each person's death within the Djed storm. The city's own way of counting and remembering and mourning the loss.

The very heart of the city with an aura extending to the very edges of the Alvadas, the fabled Inima, will be affected by the storm as well. Its presence twisted and warped by the massive amounts of Djed new things will start arising from it, creatures and plants of pure thought, of abstract concepts and the simplest of ideas. These beings will rise and thrive with the spark of their creation, the Djed storm.

Denval

As the settlement closest to Mt. Skyinarta, the Denvali have nowhere to go and nowhere to hide. Hemmed in by the mountains of the Unforgiving and the debris fields left by the Valterrian five hundred twelve years previous, the mere idea of their motto becomes laughable. At first, the wild djed collects, making magic unpredictable, though its practice will not cause illness as the effects of the static field did. Earthquakes and strange, erratic storms knock over many a building, killing people faster than the healers can get to them.

Three buildings that do not collapse are those with long-standing protection from the gods themselves. The Chapel's walls run with blood that seems to disappear into the ground around it, the skyglass spire of the Chapterhouse of the Order of Radiance shines with a brilliant, blue-white light and will not go out, and the Temple of Nikali, though it shows no outward signs, will feel heavy with Presence, and many will feel called into its holy darkness for sanctuary.

When things don't get better, but worse, it becomes clear that Denval is again being tried, and they will not be found wanting. Captain Astrid bears her child on the 1st of Spring, the wild djed spurring the girl-child out of her, and any ill effects will be countered by the efforts of Master Jarret, Cian Noc, and Caelum, son of the Sun.

On 10th Spring, Astrid will announce that a cache of pre-Valterrian artifacts hidden underground in the old Denvali Arsenal are likely to wipe out that corner of Kalea and she will order the evacuation of Denval. The recently christened Star of Denval becomes the flagship of a small fleet of fishing vessels and merchant ships that will head east toward Avanthal, though many wish to travel to Zeltiva, where the Star was built and from whence came their last savior, Kennabelle Wright.

Adarin and his xenophobic cadre will attempt to take control of things, and when the fleet leaves on 30th Winter, politics will ensue. On 33rd Spring, the affected relics will reach critical levels of magical power, causing the Qamur living in the deep to investigate. The subsequent blast will cause a mushroom-shaped cloud of dust about a mile high and the flash of light will be visible to people in Wind Reach, the Spires, and Avanthal.

Denval will be no more.

The refugees will hemorrhage from the boat-city, and small ghettos of Denvali citizens will spring up in Avanthal, Novallas, Ravok, Mura, Nyka, Sahova, Sunberth, and, finally, Zeltiva. This trip will last until 45th Summer. At this time, and for many, many years, where once stood proud Denval will hold only a smoking ruin. Those dispossessed by Ivak's freedom will scatter to the winds.

Sultros

As the unbound energies of the storm blanketed the land, the mountains of Kalea stood firm as did their metal-armed inhabitants. It had been more than five-hundred years since the Isur endured such a thing yet this time they were much more prepared. When King Isengir Izurus Sultros led the Isur from the destruction of the Old Kingdom during the Valterrian, he took them deep into the mountains of Kalea. The reason for this was believed then and since to be due to the isolation and protection the mountains provided for a people who were almost wiped from existence. While that is true, there was more to it; something only Isengir knew. In the days leading up to the Valterrian, Izurdin appeared to Isengir in a vision. It is known in the present time by all Isur that their King saw in that vision the destruction that would befall their Kingdom. He saw himself standing before the wrath of the gods to save his people from annihilation. When the Isur escaped into the mountains and found their way to the peak that would one day become the heart of the New Kingdom of Sultros, the people rejoiced their leader as their savior. Isengir allowed them to believe this knowing then and until the day he died that while the Isur had been saved from the Valterrian, the vision he had received depicted events that still had not happened yet.

It wasn't until five centuries later that the true meaning of Isengir's vision came into being. In the hours before the storm swept across the land, a number of Isur received a vision. They included men, women, and children from all walks of Isurian society. Why only certain ones were chosen for the vision is known only to Izurdin although the current King Sultros was among them as was Lord Vizerian. In this vision, they saw the events of Ivak's release as if they themselves were at ground-zero for what happened. They watched as two humans risked everything to release Ivak. They saw the birth of new gods, especially that of the Goddess of Fear. They watched as their greatest hero, alive once more, stood against the Goddess and sacrificed himself to help save the humans.

Those who saw Ivak's release were not alone in receiving visions. Others within the Kingdom, with Lord Pitrius among them, saw the same events yet from a different point of view. They saw their greatest hero murdered by a terrible new Goddess brought into being by humans. These humans, having released uncontrolled power upon the world, caused the personification of fear to form. They saw Isengir attempt to valiantly stop this human-created monster from escaping and saw him fall before her.

Though word of the visions spread quickly, there was no time to ponder their meaning as the great storm approached, with no real time to prepare, the Isur within the citadels took cover while those below in the subterranean cities went about their lives, ignorant of the true danger above. As the first tendrils of the storm reached the citadels, each massive structure ignited in a sustained burst of divine light. This light came from every structure that formed the whole of each citadel. Centuries ago, Isengir decreed upon the construction of the citadels that the builders infuse the structures with Izentor thus every building within the citadel was marked with Izurdin's gnosis. Thus the combined skill and might of the Isur blended with the gift of their divine father created an impenetrable shield against the storm.

As the storm blasted its way through the mountains of Kalea, the Kingdom of Sultros remained unphased. King Isengir Izurus Sultros, the greatest hero of the Isurian race, saved his people from certain destruction a second time; the prophetic vision given to him by Izurdin five centuries prior had been fulfilled.

Yet there still remained a piece to the whole puzzle that had not been foreseen. When the storm finally passed, it brought another threat in its wake; a threat carried on blackened wings baring tooth and claw. Just as the divine light of the citadels began to fade; cries echoed throughout each citadel as the skies were filled with hundreds of winged shapes. In quick order, these shapes were clearly seen for what they were: Zith. Rising up from the shadows of the mountains, the Zith were somehow emboldened beyond nothing seen before. Using the storm as a distraction, they swept down on the citadels in droves. While the citadels still stood strong, the Isur inhabitants found themselves in a great battle. Isurian fist met Zith talon and the blood of both races splashed the walls of the great fortresses.

In the cities below, Zith poured from dark, long-forgotten tunnels and attacked. The entire kingdom erupted in conflict as the Isur fought against the surprise attack from the Zith horde. It was a comparatively short battle, though gruesome to behold. In the aftermath, hundreds of Zith had been slain while a much smaller though no less significant number Isur were also lost. The surviving Zith were forced into retreat and the Isur stood victorious. However, a telling blow had been struck. The Isur, having felt safe and secure in their isolation, protected from nearly all threats by their mountain home, now felt something they hadn't felt in longer than any of them could remember, fear.

Kalinor

The underground city of Kalinor is unaffected by the djed storms and all Symenestra in the city are safe. The Symenestra only realize what is happening above them a little later than the rest of Kalea.

When they find out what is going on, they are worried at first. They wonder if they should isolate themselves until the worst is over. They wonder if they should just stay underground until their food runs out, and then they realize that they can take advantage of the situation.

Their city is whole, and they haven’t lost a single person. They are in excellent shape while the rest of the world is dealing with what has happened. They are the only ones who can help.

In a surprising move, they offer sanctuary to those that are in need. But of course, they have hidden motives.

Lhavit

The hours during which the storm attacks Lhavit, wild djed gusts across the peaks and comes in contact with the photo-reactive mineral calias and ignites the sky with multi-colored lightning that obliterates the stars from sight. Bright colored rain falls from the sky like glitter and all who are touched begin to glow softly with calias light like the vegetation of the Misty Peaks.

Zintila emerges while the sky it lit to instruct her most steadfast leaders – the Sun Lady and the Moon Lord. They are, with the aid of the Seiza and the Shinya, have the Autava take shelter in the temples of Lhavit as well as in the Circle of Towers. These buildings, constructed from core out with skyglass, can withstand the force of the wild djed.

Meanwhile, the storm wreaks its havoc, pooling power into the valleys and transmutating entire gullies into stretches of barren sand or jungle wilds, complete with malformed creatures native to the foreign climes.

The snow on the mountaintops undergoes an early and violent thaw, resulting in dangerous landslides that in part bury some of the building on the outer most edges of the city.

Meanwhile, an Okomo caught in the peaks is enlarged and made vicious by the storm. Seeking shelter and in frenzy, the desecrated beast terrorizes the city streets.


Wind Reach

The Eye of the Storm is always deceptively calm.

Mount Skyinarta will show little change, give little warning before all hell breaks loose. Everything that preceded this storm has been kept secret from the Mountain's inhabitants; they will be taken just as unawares as everyone else. Perhaps more so.

At first, only those extremely observant individuals will notice the most subtle of changes; The birds that flock around the city grow quiet. The chorus of chirping and song has long become background noise to the Gingers, the absence of which will register in the subconscious; the lack of those common sounds are a hard kind of silence to place, noted only once they are gone.

The silence will permeate past just the birds and fall over the mountain, a heavy blanket that muffles everything. Even the wind that normally careens over the face of the mountain, whipping over cliffs and constantly tugging at the hair and clothes of those outside seems subdued. Perhaps a babe will cry, or an old man will complain about his long since injured knee, but still only a few will sense the impending change in the tides of the world.

Unable to take it any longer the birds will flee as one, erupting in a cacophony of cries as the sky darkens for the span of a few breaths as their little bodies pelt through the air. Those observant Intarans will feel the wrongness in the air, the heavy sense of dread that snuck in after the silence, a shadow that went unnoticed until it clutched at the throat of the city.

Probably the most telling sign, however, is the absolute stillness of the Wind Eagles. For bells preceding the impending tidal wave of events, the Eagles became increasingly agitated. Shunning their riders and routines, they gathered in their Aeries where their nests opened to the sky, perched on the ledge like feathered Gargoyles, poised and alert. These massive protectors of the city spoke not a word to their Endals nor each other, rigid as statues where they stand or lay.

Of a group mind, or simply intuition, the Wind Eagles stir when their tiny brethren flee, as if the mass exodus was the sign they were all waiting for. As one, they take charge of the city, shattering all pretenses that the red-headed humans were the ones in control in a mere matter of seconds.

Those closest to the masses begin to herd people inside, wings spread wide to prevent anything from passing by, feathery walls providing a gentle buffer as, side by side, the Eagles moved to enclose the Inartans and effectively blocking escape. Those who resisted met the cruel, curved end of those deadly beaks and were left behind; it only took a few examples before the rest of the Inartans got the picture and fled.

Meanwhile, the yet un-bonded fledglings and the older, 'widowed' Eagles took flight. Riderless, they spiraled away from the city, upward into the harmlessly blue sky. More and more of the Eagles joined them as the Inartans locked themselves away, hiding in the stone tombs that was Wind Reach. A dozen Wind Eagles, their Endal astride, parted from the cyclone of massive bodies, flying off in all directions in haste in hopes of preventing the rest of Mizahar from being caught unawares. Still, the eery silence permeated everything; the Eagles made no noise as they climbed into the sky. The sound of their beating wings echoed loudly along the abandoned corridors below.

It soon became obvious that the Protectors of the city were focusing their attention on a particular point of the mountain. Open to the air, the vent of the volcano that these creatures and their humans called home was the source of all attention. From a distance, it would seem that the Wind Eagles were circling, watching, and waiting for something to happen. Their tight formations and silent, deadly focus screamed danger. Whatever was coming out of that volcano, the Wind Eagles were going to do whatever they could to stop it.

The silence seemed like it couldn't get any heavier when a nearby mountain peak exploded. Unphased, the Wind Eagles broke formation to dodge flying boulders bigger than even the largest of the birds. Shards of rocks, pebbles, debris bigger than a human man rained down on the city in a deadly hail. Covered walkways caved as boulders slammed down onto the rocks below.

Another peak exploded, not far from the first. A younger Eagle, new on his wings and not as agile as his companions, went down with a chunk of mountain three times his size. As if they couldn't hold their silence anymore, the Wind Eagles erupted into screams that were swallowed by a chain of exploding mountaintops around them.

As one, the Wind Eagles converged on the mouth of the Volcano. It seemed for a moment as if they were going to fling themselves into the sluggishly bubbling lava when they stopped in mid-air, seemingly having run into a wall. There was another moment of that terrible silence before an explosion of feathers seemed to once more block out the sun.

Blown backwards in the air in all directions from the vent, the Eagles hurdled through the sky as they tried to regain their wings. Some were unfortunate enough to be blasted into another exploding peak, while others were too old to survive the force of the blast. The majority, however, righted themselves and continued their circle above the city, cawing now in distress.

Whatever they were supposed to stop had been loosed. Whatever they were supposed to protect, they had failed.

As one, the trapped Inartans below stiffened, their faces turning upwards as if they could see the sky through the tons of rock above their heads.

As one, they lifted their arms to the sky and convulsed with shared pleasure as He broke free of his prison.

As one, they shouted His name, their bodies exploding with pure ecstasy.

"IVAK!"

As one, they collapsed. Unconscious, as mere mortals were unable to handle the unbridled rapture of a God.

And then... there was silence.

Unlike a normal storm that breaks in one place and steadily moves away from that spot, it will rage around Wind Reach for the entire duration of the storm and until it dies out everywhere else.

Being the epicenter, there will be no extreme change in weather prior to the outbreak of the Storm. However, all animals that reside within and on the mountain will flee, the birds especially. Seen as dumber versions of themselves, the Wind Eagles will not have warned or giving privy to any of their secrets to their smaller cousins, but because of their similarities to the Wind Eagles, who exist to protect Wind Reach, they will feel a dreadful wrongness emanating from the mountain. Even the raptors will leave, not just the smaller prey birds. Those kept as falconing birds in the gatehouse and various aeries and rooms will also escape by any means necessary. The rest of the animals, as a chain reaction to the bird's, will sense a danger and either take cover or flee as well.

Prior to the storm hitting, the wind will completely stop and the temperature will momentarily drop before steadily increasing in heat until it is almost unbearable. Without the wind to dissipate the heat of the volcano, the Inartans are in trouble. Walls will begin to crack and sweat, the baths will explode as the hot springs there expand as well as any housing that have been crafted near the hotspots of the mountain (Mostly Endal Aeries).

When the peaks begin to explode, outside areas will be decimated. Almost all of the covered walkways will be reduced to rubble while the Courtyard of the Sky is filled with huge boulders. The rest of the city will suffer from the effects of massive amounts of falling stone. Some areas will be completely covered while others will be impossible to navigate due to large pieces of rock completely taking out a cliff or ledge.

No fire will be able to be tamed within the mountain until the storm ends. Any torches, braziers, furnaces, fireplaces, anything will blaze out of control immediately and will not be able to be put out.

Mostly, the Inartans will be trapped where ever they were when the storm hits because of the amount of destruction. A lot of the population will be safe from the effects of the djed unless they venture out before it's safe.

The Wind Eagles will be affected the most. Set to guard the city against exactly what is happening, they will have no purpose after the storm is gone. However, a lot of what will happen to the Wind Eagles will not be evident at first. It wouldn't be surprising that Inarta generations from this event will still be discovering effects.

  1. The Wind Eagles will lose their Telepathic abilities. OOC, This will not be a permanent development but IC, it will seem that way.
  2. Those Wind Eagles that died will never be found.
  3. Those hit hardest by the blast will show physical deformities. Double beaks, smaller heads, twisted wings. Some will lose their abilities to smell, see, hear. Some Eagles will now be able to speak out loud, rather than just telepathically.
  4. As the storm rages on, the Eagles will be affected more and more. Some will turn psychedelic colors, others will enlarge to three times their normal size. The colors will be permanent as well as any size changes. They will also have weird plumage (IE Mohawks, extra long feathers, plumage turning in to downy-fluff, "spikes"... all of which affect the birds' ability to fly)
  5. All of this generation's eggs will be crushed. There will be no Wind Eagles born this year.
  6. 1 in 20 Eagles that are hatched or conceived by one of the Eagles affected directly by the outbreak of the storm. in the future will be the size of normal eagles or lack any magical abilities at all, but it will be random.

Eyktol

This region is currently being entirely revised, and so the effects of the Djed storm will not be written.

Elsewhere

The Suvan Sea

The hours preceding the storm will be unusual for the Suvan Sea, to say the least. Ocean animals all across the Suvan Sea, wild or a Svefra's Tavan, will dive down deep into the sea, drawn by some irresistible command. Laviku's faithful will hear His desperate cry as well, and follow suit. But for the rest, those few hours will be filled with confused despondency, followed by horrified realization.

The inhabitants of the Suvan Sea will be hit hard by the storm if for no more reason than the lack of stable structures, especially when you count the ships that will be out sailing at the time. The marine vessels not destroyed by the rain of fiery djed will find them overturned and sunk by the waves, which will become monstrous and choppy under the storm's influence. This applies especially to the western border of the Suvan Sea - here, ships, lives, and entire Svefra Pods will be completely lost.

The Anchorage Flotilla, while not completely destroyed by the storm, will find its fragile bindings torn apart. The Flotilla will be separated, what with ships being swept away one way and others forced to sail in a different direction. The Flotilla will be inoperable for the next couple of days as it struggles to reconnect its disparate parts.

Wild djed will pollute a good majority of the uninhabited islands (and a couple inhabited ones, too), mutating the local fauna and flora. These poor animals will become monstrous and hostile aberrations of their former selves, making the islands of the Suvan Sea incredibly more dangerous overnight. This fallout of wild djed will also affect Laviku's Alvina, the sea monsters and leviathans that dwell in the deep recesses of the ocean, driving them crazy, haywire...and vengeful.

Kalista Island, by virtue of His protection and an advantageous position, will survive relatively unscathed. The temple there will become a refuge for any and all woe-begotten sailors caught out in the open waves.

It is roughly around the time of the storm that the Suvan Sea will see a rise in monsters, the likes of which have long been thought extinct. Landspawn like the yukmen are the primary forms of monsters seen, though several Relic monsters and even a stray Nuzem or two will also begin to pop up.

The surviving Svefra Pods will grow proportionally in the aftermath, as they swell to adopt in those Svefra whose pods have been lost. It is around then that the ocean animals will return to the Suvan Sea's upper levels as well, which include the Tavans. Thus, the majority of them will survive the storm... but their pod-kin might not be so lucky.

Further Information