06-30-2015, 04:36 PM
Beqanna is angry. For a half-dozen centuries zer children have bickered back and forth, and ze has finally had enough. Beqanna gathers them to zerself one midwinter day. They assemble in a semi-circle around their MotherFather, each looking subdued and rather shy. None of them look apologetic despite their crimes, and so Beqanna takes it upon zerself to punish them, to ensure that they know of their crimes. “I have allowed you governance of your own worlds, but you have disappointed me. What right do you have to discriminate?” Here ze looks to Desert, Valley, and Dale. “And you three – why do you think yourselves responsible for draining my magic from those who seek your shelter?” Beqanna’s flinty gaze settles on Falls, Gates, and Chamber. “And all of you –dividing yourselves? What are light and dark but two halves of a whole? I am ashamed” “I take back the magics I have given you. I take them all back.” Ze does so, pulling back the magic into the earth. Each of zer children will feel it, god and equine alike. They will feel a ripple in their spirits, an intangible something pulled out of them in all directions at once. They will not feel its absence because it has only relocated, drawn back into Beqanna’s heart. “You may have them back in time, but this time the division of power will be fair. You are siblings, and it is time that you act like it.” With one cool breath, ze strips Amazon of her tattoos. “Your followers make an oath, but they do not swear to the right gods. Take this, and raise him. His growth will reflect my pleasure with you.” A cub appears at the feet of Amazon, a jaguar that winds itself between her legs. Tundra is next, and his scars grow less distinct as Beqanna tells him: “Do not forget your origins. I will bring your ruins to light that your people might remember the past. They are but stones for now – they will change if you improve. Beqanna turns to the rest of them, and with a deep inhalation strips them of their power. “You have forgotten me. I will change the lives of your people to ensure that you do not forget again.” Beqanna is the earth and the sky and the water, and one by one ze alters the kingdoms. Some remain the same, others shift minutely. To Chamber and Valley ze gives a single seed, telling them to “plant it, and ensure that it grows strong.” To Gates, Falls, Desert, Dale she gifts zer waters. “Place these where you will, and protect them. Do not allow them to become dry, or suffer my displeasure.” And then, in a swirl of stars, Beqanna is gone and zer children return to the worlds they occupy, each to speak in dreams with the leader of their followers. They appear as the most awe-inspiring dream, each as individual as the horse they appear to. Falls appears to Shatter Me: “I have revived your water. For now the magic in it is a thin trickle, but in time in will grow strong. I return to your members all magics that I have taken away. In time, the water might grant you immortality as long as you rule, and the same to your predecessors. To two members it will give wings, and to the leader of your army a horn. Your lead peace member will become empathetic and their second-in-command invisible. Petition me, and I might grant something more.” And then they are gone. In summary - ROYALTY: -King/Queen allowed immortality as long as they rule - non-genetic -King/Queen allowed one trait that is in line with the kingdom (ie Tundra ice manipulation, Desert's sand shifting, etc) ARMY: -Wings to maximum 2 horses to have "airforce" - non-genetic (allow license to make wings cooler, like butterfly wings, etc) -Horns to leader of the army - non-genetic (any horn is acceptable) DIPLOMATS: -Empathy to leader of the peace caste - non-genetic -Invisibility to second highest member of the peace caste - non-genetic All of these traits can be given without approval, except for the one king/queen trait that is not immortality. This trait must be approved by administration, and is contingent upon ruling. Kingdom granted traits will not be marked in the database, to show they are both non-genetic and disappear once that horse has ceased to serve in that kingdom. You may add them to your profile with the caveat that they're kingdom granted. Traits are granted by the magical entity's alliance with the king/queen, who has sworn to protect the magical entity while it's in its fledgling state. Because your kingdom's magical entity is still an infant it will take 6 months (2 RL years) for the trait to come to full fruition. If your queen/king possesses magic they may grant the trait themselves. All other kingdom granted traits are now completely gone (see directly below). Beqanna will be roaming the Meadow for several weeks. If zer grandchildren feel too defenseless without the magics that zer children have now taken from them, perhaps they might seek zer out. Be warned, Beqanna is benevolent but not overly generous. |