Ars Haven: Introduction

A prestigious school of Arcane Spellcraft. Students travel from across Vescrutia to study spellcraft in one of Vescrutia’s most potent Naten regions.
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Zeik
King of Chaos
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Joined: Thu Sep 27, 2018 10:10 pm

Ars Haven: Introduction

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Ars Haven
Ars Haven is a school where the knowledge of nature and existence are freely passed down to the future generations ensuring the path to divinity for all. The Astral Trinity Meridia, Kurai and Zeik, wanted to ensure the wealth of Vescrutian knowledge wasn’t lost to time and discord. Each of the three rulers have seen their fair share of fallen kingdoms and were granted entrance to the Hall of Extinction. As they observed the loss of countless species, they were consistently reminded how life perishes for a lack of knowledge. They decided to build Ars Haven to combat disinformation and preserve humanity. The school is divided into three specialties , each representing an element required for mankind’s evolution; the Path of Blades, Stars, and Hearts.
Ars Haven works in tandem with the Sanctus imperium, The Arcane artifact the Astral Trinity used to build the City. The Sanctus has an unique ability allowing users to step into a reality outside of the confines of time. Here members of the Astral sharpen their skills, settle their trauma, and awaken their soul inheritance,


Soul Inheritance
The Hearts;
largest of the three houses, hearts deal in gathering key ingredients needed to create the Astrals clothing, weaponry and food, as well as defending the forest and city in cases of disaster or civil disputes.
Amaris; Path of the Heart
Truly the most versatile of the houses, those that belong to the Path of the Heart are able to manifest a Familiar to aide in their work. Primarily, these individuals are involved in the logistic and social needs of the Astral. Some may become seamstresses, blacksmiths, or healers, but those with a truly fearsome familiar may take up the mantle of Amaris. This house makes up the primary defense force of the Astral Village, and those who belong to it are widely regarded as right and noble.

The Blades;
A close-knit unit that handle situations away from the village, like investigating leads on tyranny and infiltrating dystopian Cities.
Tamist; Path of the Blade
Often considered elite, those that belong to the Path of the Blade are often treated with a begrudging wariness. Some posts may require that Tamist conceal their identity, or place loved ones in witness protection programs so as to preserve their operational capacity. The ability to summon the Crystal blade known as Animus is a rare gift, but sometimes viewed as a curse.


The Stars;
smallest of the three, members of Lunyuer act as the guiding light on the battlefield using the destructive precision of Soul Beat to repel the Astrals enemies at home or afar.
Lunyuer; Path of the Stars
If you were to ask a member of the Astral Village what it was that these mysterious mages did, you would be greeted with stories of battles of mythical proportion. While acting as the main defense against supernatural catastrophes, those that walk the Path of Stars also study the history of the lands under the watchful guidance of the Hellgates and their representatives, and seek to prevent any offence to the deep magics of the planet.

Student Lounge

High vaulted ceilings and ambitious architecture create an open and inviting space capable of housing hundreds of students. Students pick up new quest, search through the extensive literature archives, lounge around waiting for demon coordinates from the student council, recruit help on their journey, or find sparring partners .

Arena
Students of Ars Heaven test their mettle in 1v1 competition, using their skills to overwhelm their opponent and secure a knock out or ring out. No lethal force.

Quest

You dont have to accept or register for a quest. If you like the Quest Suggestion given, see if anyone wants to Role-play with you in the Student Lounge or the Astral Tavern and start Rp'ing. We encourage finding your 'creations,' within the Vescrutia wilderness. If you have an idea for a 'drop,' be it a weapon, fruit, necklace, skill or animal. We encourage you to push the limits of creativity, bring your ideas to life.

Path of Hearts
Path of Hearts:Our Hearts must covet nature and Family.
Call Sign: Amaris
Function:Gathers materials from the forest, defends the Forest life from attack, settles civil disputes.
To walk the path of Hearts and conjure the power of your Familiar is to be an Amaris. Mastery of conjuring your Familiar requires silencing the chaos within your heart. To reach mastery of conjuring is to be an Ace of Hearts.
Specialty: Familar
:Retrieve Azurite from the defeated spriggans
:Harvest berries and other materials to fashion Astral clothing and weaponry.
:Recover artifact
These are the Amaris Priorities

Path of Stars
Path of Stars:We are light
Call Sign:Lunjuer
Function:Boasting incredible dexterity and honing the power of Soul Beat, the Lunjuer act as the guiding lights of the battlefield.
- to walk the path of Stars and hone the power of Soul Beat is to be a Lunjuer, to master the rhythm of the universe is to be an Ace of Stars.
Specialist: Soul Beat
:Repel Demons within the Wilderness
:First responders of calamity
:Protect vital Landfaces
:Challenges the titans in the alps
These are the Lunjure Priority

Path of Blades
Path of Blades: We must fight to Protect
Call Sign: Tamist
Function:Warriors who use their close quarters expertise to infiltrate dystopian cities and rescue key targets.
-To walk the path of Blades and wield the Animus is to be a Tamist, to master the Animus and the crucial divide of conflict is to be an Ace of Blades.
Specialist: Animus
:Infiltrate tyrannical cities and Escort Vip
:Infiltrate dystopian Territories.
:Explore new territory
These are the Tamist Priority
Last edited by Zeik on Sat Feb 02, 2019 10:12 am, edited 7 times in total.
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