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|  | __NOTOC__
 |  | {{Template:Organization | 
|  | {| align="right" border="1" cellpadding="4" cellspacing="0" width="40%" |  | | orgName=Hallifax, the Beacon of Harmony  | 
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 |  | | currLeader=Pejat  | 
|  | | style="background:lightyellow"|There are a variety of Great Nature Totems; this skill focuses on thebonding with each ofthem and is only available to those who live in nature communes. Bonding with a totem will gain you some ability associated with that totem. SPIRITS will list all the totems you are currently bonded with. Upon mastery of that level, you can specialize in creating a deep bond with one totem that is associated with the nature commune you live in. |  | | govName=Board of Directors  | 
|  | |- |  | | currGov=Tekora, Ayisdra, Phoebus, Davos, Allyrianne | 
|  | |} |  | | Patron=[[Zvoltz]]  | 
|  | {{SkillTableHeader}}
 |  | | Pantheon=[[Isune]], [[Zvoltz]], [[Jadice]] | 
|  | {{SkillTableRow|Squirrel|Inept|0|Forage for nourishment.}}
 |  | | PolStructure=Conquest  | 
|  | {{SkillTableRow|Night|Inept|25|Shroud yourself with mother night.}}
 |  | | GoveStyle=Benign  | 
|  | {{SkillTableRow|Skunk|Inept|50|Spray other people or the ground with a stinky odor.}}
 |  | | currVillages=Stewartsville, Rockholm, Dairuchi, Shanthmark, Rikenfriez  | 
|  | {{SkillTableRow|Sun|Inept|75|Regenerate your ego under the sun's presence.}}
 |  | | Guilds=[[GuildInstitute|Institute]], [[GuildAeromancers|Aeromancers]], [[GuildSentinels|Sentinels]], [[GuildSymphonium|Symphonium]]}} | 
|  | {{SkillTableRow|Rock|Novice|0|Make yourself harder to move.}}
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|  | {{SkillTableRow|Moon|Novice|33|Regenerate your mana under the moon's presence.}}
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|  | {{SkillTableRow|Crow|Novice|66|Instill fear into others.}}
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|  | {{SkillTableRow|Tree|Apprentice|0|Heal yourself in the presence ofmystic trees.}}
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|  | {{SkillTableRow|Groundhog|Apprentice|25|Burrow into the ground.}}
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|  | {{SkillTableRow|Trout|Apprentice|50|Breathe underwater like a fish.}}
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|  | {{SkillTableRow|Wolf|Apprentice|75|Become brave as a wolf.}}
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|  | {{SkillTableRow|Bear|Capable|0|Become strong like a bear.}}
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|  | {{SkillTableRow|Stag|Capable|33|Quickly sprint in any direction.}}
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|  | {{SkillTableRow|Monkey|Capable|66|Mastery of the trees.}}
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|  | {{SkillTableRow|Horse|Adept|0|Leap over obstacles.}}
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|  | {{SkillTableRow|River|Adept|25|Heal yourself when swimming in the rivers.}}
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|  | {{SkillTableRow|Snake|Adept|50|Resist poison.}}
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|  | {{SkillTableRow|Nature|Adept|75|Bond your spirit with all of nature.}}
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|  | {{SkillTableRow|Master|Master|0|Move on to a master specialization.}}
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|  | |}
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|  | [[Image:Totems.jpg|thumb|Nature (by Folken)]] |  | 
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|  | ==Squirrel==
 |  | Caught in a temporal anomaly during the Taint Wars, Hallifax was lost in time and space for over five hundred years. When the lost city finally returned to the current timestream, all its citizens were dead except for one, Cririk Adom. Upon declaring its independence, Hallifax strives to be the epitome of the confluence of logic, beauty and harmony. The city itself is a marvel of aeromantic engineering and floats above the Basin of Life. The nexus of power is known as the Matrix, which spans to the Elemental Plane of Air and the Cosmic Plane of the Continuum. | 
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|  | {|
 |  | Believing in a strict hierarchy, Hallifax has strict social castes. The lowest caste level is that of servant, followed by bureaucrats, then the merchant class, and then the highest caste which is reserved for artists and scientists. Though it is arguable that the ruling elite make up a higher caste, it is generally thought that they are servants to the collective. Though in the ancient days before the fall of the Holy Celestine Empire, Hallifax was run like a corporation, in recent times they have opted for a more traditional representative governmental system. | 
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND SQUIRREL</tt><br/>
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|  | <tt>SPIRITRELEASE SQUIRREL</tt><br/>
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|  | <tt>FORAGE</tt>
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|  | |}
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|  | No one isbetter at survival than Squirrel.Bonding with this spirit will grant theability to<tt>FORAGE</tt> for food in theforests.
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|  | {|
 |  | __NOTOC__ | 
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|  | | style="background:darkgreen; color:white"|'''Additional Notes:'''
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|  | | style="background:lightgreen"|You won't get anything in a location if someone else has foraged in it that month.
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|  | |}
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|  | ==Night==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND NIGHT</tt><br/>
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|  | <tt>SPIRITRELEASE NIGHT</tt>
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|  | |-
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|  | |}
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|  | The deviousness of Mother Night can be yours when bonding to her dark spirit. She will cloak you with shadows at night, hiding your actions from sight. You can only bond with her at night.
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|  | ==Skunk==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND SKUNK</tt><br/>
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|  | <tt>SPIRITRELEASE SKUNK</tt><br/>
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|  | <tt>SPRAY <target></tt><br/>
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|  | <tt>SPRAY GROUND</tt>
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|  | |}
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|  | The defense of Skunk is yours when you bond with him. You can <tt>SPRAY</tt> your enemies with Skunk's stink. If you spray the ground, the stink of the room will make anyone standing within it untrackable. It will also throw off any trackers who wander into a stinky room while tracking someone, regardless of where the target stands.
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|  | ==Sun==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND SUN</tt><br/>
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|  | <tt>SPIRITRELEASE SUN</tt>
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|  | |-
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|  | |}
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|  | Just as Sun is the centre of the solar system, so too does he represent the center of your being. As above, so below. Bonding with Sun will grant you 2/6 ego regeneration during daylight hours. You can only bond with Sun during the day.
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|  | ==Rock==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND ROCK</tt><br/>
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|  | <tt>SPIRITRELEASE ROCK</tt>
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|  | |}
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|  | Nothing is more immovable than Old Man Rock and bonding with him will help stop unwanted summons.
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|  | | style="background:darkgreen; color:white"|'''Additional Notes:'''
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|  | | style="background:lightgreen"|Only reduces the odds of a summons, doesn't prevent them entirely.
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|  | |}
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|  | ==Moon==
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|  |   |  | 
|  | {|
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|  | |-
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND MOON</tt><br/>
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|  | <tt>SPIRITRELEASE MOON</tt>
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|  | |-
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|  | |}
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|  | The benevolent spirit of Moon will grace you with 2/6 mana regeneration at night when she is out. She can only be bonded at night.
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|  | ==Crow==
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|  |   |  | 
|  | {|
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|  | |-
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND CROW</tt><br/>
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|  | <tt>SPIRITRELEASE CROW</tt><br/>
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|  | <tt>CAW</tt>
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|  | |}
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|  | When touched by Crow, you can let out a terrifying <tt>CAW</tt> and any personal enemies who hear will be forced to flee.
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|  | ==Tree==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND TREE</tt><br/>
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|  | <tt>SPIRITRELEASE TREE</tt>
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|  | |-
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|  | |}
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|  | While in the presence of a mystic tree of your commune, it will heal you, granting 10/10 health regeneration, so long as you are bonded with the gentle spirit of Tree.
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|  | ==Groundhog==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND GROUNDHOG</tt><br/>
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|  | <tt>SPIRITRELEASE GROUNDHOG</tt><br/>
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|  | <tt>BURROW [ABOVE|BELOW|<dir>]</tt><br/>
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|  | <tt>DIG</tt><br/>
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|  | <tt>BURY <item></tt>
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|  | |}
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|  | The spirit of Groundhog will allow you to burrow into the ground. <tt>BURROW BELOW</tt> will allow you to break through the surface or dig deeper down. You can dig upwards with <tt>BURROW ABOVE</tt>. To move horizontally, use <tt>BURROW <dir></tt>.
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|  | You may also <tt>BURY</tt> items in the ground beneath you, and <tt>DIG</tt> up anything others have buried.
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|  | ==Trout==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND TROUT</tt><br/>
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|  | <tt>SPIRITRELEASE TROUT</tt>
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|  | |-
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|  | |}
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|  | Swim as free as Trout by bonding with his spirit. You will also be able to breathe underwater and sleep in watery environments.
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|  | ==Wolf==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND WOLF</tt><br/>
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|  | <tt>SPIRITRELEASE WOLF</tt><br/>
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|  | <tt>SCENT</tt>
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|  | |}
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|  | Find courage in your heart with the help of Wolf, bonding with this spirit will make you resistant to all types of fear. You may also <tt>SCENT</tt> to attempt to smell everyone in the same area and where they are. Note that if a person is in a room that has been sprayed with skunk's scent, you will not be able to pick out their smell.
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|  | | style="background:darkgreen; color:white"|'''Additional Notes:'''
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|  | | style="background:lightgreen"|80% likely to block the fear from FearAura.
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|  | |}
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|  | ==Bear==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND BEAR</tt><br/>
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|  | <tt>SPIRITRELEASE BEAR</tt>
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|  | |}
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|  | Embrace Bear and he will grant you increased strength.
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|  | ==Stag==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND STAG</tt><br/>
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|  | <tt>SPIRITRELEASE STAG</tt><br/>
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|  | <tt>SPRINT <dir></tt>
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|  | |}
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|  | As fast as the wind, the spirit of Stag will grant you the ability to SPRINT long distances.
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|  | ==Monkey==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND MONKEY</tt><br/>
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|  | <tt>SPIRITRELEASE MONKEY</tt><br/>
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|  | <tt>CLIMB UP, CLIMB DOWN</tt><br/>
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|  | <tt>SEIZE <target>, SHOVE <target></tt><br/>
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|  | <tt>CLING</tt>
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|  | |}
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|  | No one is more at home in the trees than Monkey. In a location with trees, you can <tt>CLIMB UP</tt> into the boughs or <tt>CLIMB DOWN</tt> back to the ground. If someone is in the trees with you you can <tt>SHOVE</tt> them off the branches, or <tt>SEIZE</tt> people on the ground to bring them to you. Finally, by <tt>CLING</tt>ing to the branches, you will be harder to remove from the trees.
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|  | ==Horse==
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|  | {|
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|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND HORSE</tt><br/>
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|  | <tt>SPIRITRELEASE HORSE</tt><br/>
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|  | <tt>LEAP <dir></tt>
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|  | |-
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|  | |}
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|  | With the embrace of Horse, you can leap over obstacles that block your path.
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|  | ==River==
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|  | {|
 |  | ==Landmarks== | 
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 |  | ===The Matrix=== | 
|  | | style="background:darkblue; color:white"|'''Syntax:'''
 |  | Cradled within the center of the great array of crystal spires that is Hallifax, the Matrix is the nexus of power for the city. Crafted using techniques more advanced than any possessed in modern times by Aeromantic engineers of the [[GuildAeromancers|Aeromancers]] and temporal theoreticians of the [[GuildInstitute|Matrix Research Institute]], it bridges the planes, connecting Hallifax to the Elemental Plane of Air and the Cosmic Plane of the Continuum. While city law and custom discourages loitering, it is not uncommon to see citizens gathering around the Matrix for stimulating conversation, discourse, or merely civilized company. | 
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|  | | style="background:lightblue"|<tt>SPIRITBOND RIVER</tt><br/>
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|  | <tt>SPIRITRELEASE RIVER</tt>
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|  | |- |  | 
|  | |} |  | 
|  | Within her raging waters, thespirit ofRiver will bless you with health regeneration as long as she isbonded.
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|  | ==Snake== |  | ===The Spire of the Lawgivers=== | 
|  |  | Set atop the very peak of the floating city, the most important bureaucratic and government officials have their offices in the Spire of the Lawgivers. From this tower, the City of Hallifax is administered and governed. Here can be found courtrooms and administrative offices, as well as the Executive Boardroom, in which the Board of Directors meets. A dome crafted of perfectly clear crystal allows a view out across the skies of the Basin from a point that is higher than many mountains. | 
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|  | {|
 |  | ===The Library of Universal Knowledge=== | 
|  | |-
 |  | Southeast of the Matrix in Ward Two, the Library of Hallifax is another common gathering place. Memory crystal technologies store reams of data for display on touch-sensitive crystal panels, while more traditional books occupy rows of shelves stretching up into the airy void above. | 
|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND SNAKE</tt><br/>
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|  | <tt>SPIRITRELEASE SNAKE</tt>
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|  | |style="background:pink"|Damage Modifier: variable based on skill level, max of25
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|  | |}
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|  | Despite theprejudices against her children, thespirit ofSister Snake isa benevolent one.Calling upon her will increase your resistance against poisons.
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|  | ==Nature== |  | ===The Transdimensional Flux Core=== | 
|  |  | Located far below the Matrix and accessed from the tops of the six generators of the city, this vault of churning, chaotic energies is harnessed by the Primary Generator, also located here, to fill the vast power needs of Hallifax. Its stasis fields, which bring order to and draw power out of the chaotic energies, must be reinforced by shaping colored crystal spheres made from joules in the manifestation of the Matrix and placing them within. | 
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|  | {|
 |  | ===The Elevator=== | 
|  | |-
 |  | At the very bottom of Hallifax is the only means of entering the city the higher castes would deign to use: the elevator. Powered by a sphere of cloud charged with aeromantic enchantment, it crosses between the base of Hallifax and the top of the Emerald Road on demand. The cool, emotionless voice of the city bids welcome to visitors and farewell to those departing the city. | 
|  | | style="background:darkblue; color:white"|'''Syntax:'''
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|  | | style="background:lightblue"|<tt>SPIRITBOND NATURE</tt>
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|  | |style="background:pink"|Power: 5 (any)
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|  | |}
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|  | Bond withall theSpirits ofNature at one time by calling upon Nature herself tojoin with you.
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|  | ==Master== |  | ==Market== | 
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|  | At this point in your training of Totems,you have progressed where you must specialize in an aspect ofthis skill to continue learning. If you have not yet selected a specialization, see <tt>SKILLCHOICE LIST</tt> to see what is available. There may be a choice between two or more specializations.
 |  | ==Notable Denizens== | 
|  |  | *Fraesic Sunfar, Keeper of the Matrix | 
|  |  | *High Supreme Justice Lilliana Sunfar | 
|  |  | *Comptroller Jeneral Jai'rok Eepex | 
|  |  | *Senior Administrator Hilelsa Clarramore | 
|  |  | *Lukun Shevat | 
|  |  | *Shalmae Silverplume | 
|  |  | *Linira Cloudwalker | 
|  |  | *Faethun Skysoarer | 
|  |  | *Senior Researcher Aduathic Arthar'rt | 
|  |  | [[Category: Playerorgs]] |