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September 8, 2012, 12:08 am

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Achturardack Sigils


The Achturardackians were pioneers of sigil based magic, and their techniques for building glyphs, sigils and seals remain the foundation of magic inscription.

Achturardack Sigils

The foundation of Achturardackian magic is the use of inscribed seals, that contain magic power and channel that power not through the living body, but through the living image of the sigil. This form of magic is quite powerful and the amount of power that can be channeled through inanimate matter is greater than flesh can hold. 

Sigil Magic

The core of sigil magic is the use of icons, living sigils or signs that are as much mathematical expression as they are pictographic expressions of concepts or ideas. A seal can contain a variable number of individual sigils, and the arrangement of the sigils can have drastic effects on the end product of the seal. The simplest seal is a single sigil enclosed by what the Achturardackians called the Ouroboros. The Ouroborus was a symbol of their God of Beginnings and endings as well as magic.


The Ouroboros is the simplest frame, and effectively 'closes' and completes a seal. All of the original Achturardackian seals were finished with the Ouroboros. There are other more advanced and varigated frames that can be used. The frames can alter the function of a completed seal by changing the meaning of the sigils that they enclose. Complicated seals can contain multiple sigils contained within their own frames, which are in turn enclosed in their own frames. This system can produce large and elaborate magical seals.

Known Sigils

Chath: the element of flame

Drostan: the element of metal

Khaliizi: the element of stone

Lorum: the element of wood

Nair: the element of water

Airoth: the element of air

Athiyk: the element of spirit, or life

Arshes: the element of thunder

Barra: the element of shadow

Shussun: the element of light

Elghal: the element of poison

Shir: the element of the mind

Gul: the element of death

Orrob: the element of insects and pests

Malar: the element of conflict

Maelthra: the element of power, or might

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       By: Almar

While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.

The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.

The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.

Encounter  ( Locations ) | November 15, 2003 | View | UpVote 0xp

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