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Zarsies

[Magic Lore] Mysticism

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[Warning: this is all text, there are no pictures. Also, sorry for posting this twice. I accidentally put up an old, misformatted version. This is the right one, I promise.

 

Inception - Fruition

 

    In days of yore, long before the undoing of Aegis, a covenant convened elsewhere upon the land of Aos; in the domain of Vailor a troop of like minded magi met after having been driven from the grand halls of Rivel due to conflicts in ethical standards. Therefore the group of spellweavers dubbed the Synod came to the region before the outbursts of war between the old cultures as a safehaven for their magical experimentation. All Humans and arcanists at that, these men and women were consumed by the thought of immortal life. They had no knowledge nor feasible manner to learn of Necromancy, and Golems were seen as slaves. This congregation of humanity wanted power, both freedom from death and the dependencies of life. Thus they explored the only known likeness of immortality they saw, that of spectral beings. As cause for their removal from Rivel, the study of phantoms and more importantly the creation, destruction, and manipulation of them was looked down upon with contempt. The Synod dwelled in the underground world, hiding among plain sight while searching for their resolutions in secret whilst in the isles.

 

A quartet of unyielding men and women -- a pair of each -- led the Synod, acting as the major researchers into their given fields with the given name The Tetrad. They shared their findings amongst the others, keeping every new entry documented within a single volume which was kept hidden in a moving deposit, alternating from time to time when felt necessary. This tome, referred to as, “The Grimoire” or “The Grimoire of Phantoms” is the product of nearly the entire life’s work of the Synod and the Tetrad. Thus, it was and is dearly coveted. To read it -- that being, a lengthy process -- would prepare one to come to comprehend the intricacies of mysticism.

 

Within the depths of Vailor lies a dank, esoteric structure akin to a dungeon. Built with the intent to house the efforts of the Synod as a sort of laboratory for their work, a final experiment ensued in the deepest pit. Upon a monumental discovery, and the last for most of those present, the Synod gathered within their stronghold and submerged themselves within the dark. A virulent ceremony commenced; an act which left the last living entry to the Grimoire as a deluge of blood upon paper. Congregated within a sealed chamber with a towering monolith of rock in its center, the Tetrad quickly lept into a frenzy, viciously slaughtering those who stood. Blades flew, magic blazed, and lives faded. The many gathered within the chamber were viciously spent without words or hesitation, leaving untold corpses and gore over the slain adherents. With each death the central tower gained a degree of visual intensity, adding to its pale radiance of ghastly viridian. Lastly, the surviving Tetrad came before the stone obelisk that laid stained in crimson, each taking a corner to the glowing construct -- the Menhir. Together, each of the Tetrad raised their chosen weapons and simultaneously dispatched one another. Fissures upon the throats with craggy instruments and spouts of flame made for their their lives to spilled forth, concluding the massacre with the passing of the final Synod members. Fulfillment.

 

Ages passed. The eons stretched on. The countless carcasses laid in their own pulp, marinating in the results of their prior carnage. The dark sat eternal, but it was fought. In the center of the chamber, the gleaming obelisk remained glowing with wretched, beryl half-light. Time gave no heed to the dead and their tomb, the world occurring overhead without them. The dwarf-elf war ensued, Aegis fell, and life went on. The crypt laid silent and bathed in blanched green for years upon years and centuries passed while darkness reigned. That is, until whispers came.

 

“...Ylauth?”

Murmurs crept through the fallen stone,

“Berign.”

weaving through the corpses.

“Ul Amoth…”

Fallen echoes resonated throughout,

“Jar’gnoon.”

each their own voice,

“...Fruition.”

yet combined.

 

Shadow licked out from the Menhir, the ghostly obelisk bleeding out a form of darkness. A figure. Humanoid. It stepped from the stone, saying coldly unto the carrion of its past deeds strewn over the chamber’s floor,

“One.”

 

This marked the birth of a dark being, an Apparition with the self proclaimed name of Mthyul Tlan, the Waking Synod. The black creature elevated its inky limb, an invisible force in turn ravaging the bones and attire of the late Tetrad. From their remains rose a tome, a thick and hefty book of secrets as jet with death as the entity which held it aloft. The book came to the being, opening without hand or sound, and flipped through to the first empty page. Onyx scripture began to appear upon the petrified paper, written in a ghastly print of moving letters. From its mouthless shadow the Apparition said with a bleak and frigid voice,

“We progress.”

 

And so progress was had. Up until this point, the Synod had no manner of actually performing mysticism and hadn’t Crowned any entity. Their successful attempt at in becoming a single minded amalgamation of dark beings allowed them to learn greatly of phantoms and their nature as spectral beings, enabling the true development of mysticism into what would lead to the first Crowning.

 

Mthyul Tlan repeated in a chorus of cracked voices, humming out into the shadows of the dungeon,

“Fruition…”


 

Mechanics - Ectoplasm

 

Mysticism is the manipulation of ectoplasm. Ectoplasm is a ***** substance that stands to be related to lifeforce, mana, and the soul itself. That being, it is not necessarily a new substance to lore but rather a new name to an already stated material. Simply put, it is the essence for beings which have souls yet lack wholly corporeal bodies, meaning things which have soul essence (plants, namely) have no relation to ectoplasm. It is the critical point between mana, lifeforce, and the soul’s interaction with those substances. It is capable of being allocated with mana by greater spectral beings such as Apparitions, allowing for their unusual magical feats yet by nature has mana present. Thus, it can be drained of mana and therefore may be expunged via Fi’ magic. This is why magical draining harms spectral beings -- it depletes their very essence, their ectoplasm. It is capable of holding lifeforce which translates to the odd physical properties of spectral beings and their stance between life and death, however the lifeforce present in ectoplasm cannot be manipulated by the likes of Necromancy due to unknown complications. However ectoplasm is susceptible to attack via alterationists who may make the mana within it inert and therefore eradicate the ectoplasm, or a shaman may send a spirit to remove it. (Note that ectoplasm is only present in mysticism and spectral beings and is used as the explanation for their functions. It cannot be used for anything else due to the want to keep everything majorly simple.) Most importantly, not only does ectoplasm conduct lifeforce and mana but is capable of holding a soul. It acts as a metaphysical anchor and may house souls of any degree. Ectoplasm makes up the bodies of all phantoms; it allows ghosts to exist without definitive physical forms yet remain within the realm and among the (mostly) living, it allows Gravens to manifest in their partially solidified forms and fulfill their precious tasks, and it allows Apparitions their feats of power. It exists both dimensionally and abstractly, allowing for physical interaction with the world yet denying other instances of it. When viewed whilst training mysticism or otherwise, it can be seen as strange, color-shifting, state-hopping mess. It may appear as a sludge of pale, unmixed blues and whites but too a mist of green or even as orange flames. Ectoplasm lacks any definite form and appears paradoxical and contradictory and it can be argued that it is and is not. However outside of spectral beings and mysticism, ectoplasm is mostly hidden and not interacted with in any notable manner.

 

As for manipulating it and the very exact intricacies of its usage, it seems vague. The Grimoire of Phantoms stands as the Synod’s tome of successful instances where altering or controlling ectoplasm had given effects and outside of these rituals it appears confusing and mostly useless or negligent. Thus, only the given rituals/spells can be performed with it and almost all experimentation with ectoplasm turns into failure. The closer one gets to the soul and attempt to near its enigmatic core, the more defensive the world comes. Discovering new rituals for mysticism is heard of albeit rare, and thus there is no fear for unintended implementations or misunderstanding; it cannot be argued to work a certain way, for if not used ‘correctly’ then there will be no outcome.


 

For the very beginning of mysticism, being able to manipulate ectoplasm, one must be taught. The magic was solely developed by Mthyul Tlan and has no unknown branches, meaning it is singular and alone. To become a mystic is to learn from Mthyul Tlan. The process of learning mysticism is similar to the learning of Necromancy, where one who is already gifted must bestow it upon another. This is because of the nature of mysticism; it is the interaction of phantoms, of spectral beings. To dabble in it means it must come from the only source, Mthyul Tlan. The process in which it is learned begins with a tapping, where an Apparition (Mthyul Tlan) taps the given person like a tree for sap and unlocks their sensitivity to ectoplasm. Once this is done the person becomes a mystic via nearing themselves to unlife. This new sensitivity is what brings upon users their physical weakness, as ectoplasm and spectral creatures are innately metaphysical and departed from the spatial world. The more the mystic performs and learns the art, the more interaction they have with the unnatural substance, and the more they are weakened by it. Due to the tapping, a mystic’s body quite literally gets closer to unlife and phantoms in general. By their association with ectoplasm they are more akin to spectral beings and are therefore more attuned to them, meaning that mystics themselves begin to gather their own ectoplasm much like a mana pool which they in turn use for their magic. Ectoplasm, in a sense, is it’s own form of taint and therefore users are deemed tainted and are rightfully harmed by holy magics unlike most other Dark Arts. The reasoning for this is because the manipulation of ectoplasm draws the soul further from its usual anchor, the user’s body, and towards their own pool of ectoplasm which displaces their usual state of being. Thus all mystics are changed by the very usage of their magic and are themselves tainted with a likeness of death just as the very beings they work with.

 

The process of employing ectoplasm is quite literally the same as other magics. The given mystic has their own pool of power to pull from -- not mana as an arcanist, not lifeforce as a necromancer, and not an Aengul or Daemon’s essence as cultists -- and then harness that power to perform an action. mystics wield their own ectoplasm that they generate over time to enact the rituals and powers of mysticism and are unable to use that of others. The reason a mystic cannot harness the ectoplasm of another is because their own soul uniquely identifies with the only one it knows. While ghosts or Gravens stand as soul shadows and are lesser than their previous selves, their domain of influence relates to the potency of their anchor -- Gravens are more physical than ghosts and therefore have a greater physical presence than ghosts. A ghost is less identified with its soul and may interact with objects within their sphere of influence, while a Graven is limited in that regard by their form. A user of mysticism has a wholly formed, unfractured soul that dwells within their body and has no sphere of influence outside the norm, meaning they cannot interact with what is not their own and bodily.

 

There is a final feature of ectoplasm within mysticism that should be noted. Due to it’s strange properties in relation to the soul, mana, and lifeforce, it has another impact upon the user. This is that the usage and close relation with ectoplasm causes visual anomalies. A ghost can accidentally or purposefully diminish their visual form, even alter it. An Apparition is hugely skilled in this regard as well. This is because of their form, their ectoplasm. A mystic as well has distortions in their appearance when performing spells with the art and this is because of the nature of ectoplasm -- it is a substance that reveals itself within the spectrum of unlife. Thus users, when manipulating their own ectoplasm, appear partially among the spectrum as well. Ranging in severity according to one’s tier, a very new mystic will show mild signs of translucent flesh, a ghostly glow of a pale color, or even unusual patterns of rot upon their person when casting spells with mysticism. A masterful mystic will likely flash into a state of near total mummification, appearing ghastly and bright with unnatural half-light like a petrified Knoxween decoration. Users have utterly no control on their appearance when casting and can only hope to hide their skin if attempting to be discreet.

 

Lastly, on the topic of mystics, they are physically drained by practicing their art as any other magic user, meaning the less ectoplasm a mystic has than usual the more pronounced their frailty becomes. To attempt to overextend themselves will result in harm or potential death; exposure to ectoplasm becomes a dependency, meaning the lack of it is harmful and only time may regenerate it.


 

Liturgies

 

“We lay upon thee the winnings of your deed; the cabala of the abated. Behold, the Grimoire of Phantoms.”

Mthyul Tlan, the Waking Synod

 

    Referred to as Crowning, this is the event in which a person is tapped and their sensitivity to ectoplasm and phantoms is unlocked. This is done firstly by the power of an Apparition, namely Mthyul Tlan, but can also be done by a Wight. It is the only form of anointing new mystics and not necessarily the only form of teaching. High tier mystics may teach others, although they are unable to Crown others unless they are a Wight. Lessons are derived from the Grimoire of Phantoms, acting as the beginning conduit with which Mthyul Tlan and later mystics utilize to teach. Crowning specifically is where an Apparition or Wight unlocks a being’s spectral awareness by hypothetically baptizing them in ectoplasm. The being exudes their ectoplasm to rain over the person in a deluge, wiping away the spiritual seal which restricts the production of ectoplasm within the living. In death, this seal is broken in unusually violent deaths which lead to the fabrication of phantoms, however for the living it nears one’s self to unlife without being undead themselves.

 

After being Crowned, the development of skills within mysticism comes from practice. It involves learning to more efficiently use ectoplasm, to increase one’s pool of ectoplasm to draw from, and to unlock new ritual capabilities as per the usual style of magics. Being taught brings new rituals and how to better perform already accessible ones. With greater powers come more severe physical weakness, more notable visual anomalies, and likely more mental wear. It should be noted that as a Dark Art, the general closeness to death can lightly corrode one’s mind and stir about illness, instability, and an inclination for other Dark Arts.

 

In regard to tiers, only tier four and five mystics are able to eachother new rituals and generally increase another’s skills beyond practice and only Apparitions or Wights may Crown new mystics.

 

“Strike with rigor, bleed the flesh.”

Mthyul Tlan, the Waking Synod

 

Referred to as Saturating, this is the process of imbuing a weapon with ectoplasm so that the person slain with the weapon has a highly increased chance of becoming a phantom upon death and shortens the time in which the transition may occur. A beginning mystic may perform this and have a character turn into a ghost or Graven within a matter of a year or longer (one IRL week or longer) while a masterful mystic could do so down to a few months (a number of days, even one). Novice mystics begin with being able to cause the death to contribute to the collection of souls within a Menhir, a pool in which souls, soul shadows, and fractures collect to eventually form an Apparition and only later in their learning can they induce the formation of phantoms. Note that to form a ghost or Graven via Saturation requires the express permission of the player being sacrificed, as it is a permanent change to their character. Otherwise their death would only contribute to adding fractures of souls to a Menhir to later form an Apparition.

 

Almost always will mystics perform sacrifices to create phantoms with more than one person at a time. At least one person per mystic, these murders are frequently done with larger numbers in order to attempt to raise the chance in which at least one phantom will be created. Saturating can be learned at the very beginning of tier 1, however the effectiveness of it scales with tier due to the greater practice that comes with performing. The length of transitions list as:

Tier 1: About 1 week or longer.

Tier 2: About 6 days or longer.

Tier 3: About 4 days or longer.

Tier 4: About 2 days or longer.

Tier 5: About 1 day or longer.


 

“Carve their eternal crib and lay them genially as a babe.”

Mthyul Tlan, the Waking Synod

 

Binding is an act which has multiple uses. Most frequently it is used to bind a ghost, Graven, or Apparition to a given area where they therefore haunt the location of their crib, doing so with stone pillars or monoliths. Objects can be bound too, causing the phantom to haunt whatever is near their given item. While the haunting of a given person is not possible due to the inability to manipulate another’s soul or ectoplasm, a mystic can bind a phantom to an item on someone’s person in order to simulate the idea of mortal haunting. The very act of Binding is performed via a time consuming process of repeatedly funneling one’s ectoplasm into the given pillar or item will strangely act as a magnet and suck in the nearest spectral being within the immediate proximity, or at least their sense of ‘home’. A ghost or Graven’s body won’t move, however they will feel the repositioning, and they will feel drawn to linger around the area. Apparitions however most often are thrown into their pillars are almost immediately enter a pseudo-peaceful sleep. When Binding an Apparition, it must already be aligned with the given mystic just like the other phantoms. However while a ghost or Graven are bound to a single obelisk, Apparitions may have large fields of influence that account for their home via multiple cribs which are merely ectoplasm-imbued monoliths that act as failsafes for in case another pillar is destroyed; the Apparition transitions from pillar to pillar within their sphere of influence. The process of destroying a pillar is an odd one, that being because they can be warded by alterationists to be rendered inert, Fi’ can drain them, shamans can lay spirits upon them to rip away the ectoplasm, and since the pillars are actually physical constructs, they can simply be demolished. More often than not the pillars are too thick and sturdy for any usual man of brutish strength can topple one, making Dreadknights and Golems the most useful in purposefully destroying pillars of Menhir (in note: Menhir, due to their their need to hold many souls, soul shadows, and fractures are far physically stronger than other stone pillars since it stands to host an Apparition. This is a mysticism-only defensive attribute that may aid the survivability of their spectral guardians).

 

At high tiers mystics are able to create Menhir, an alternative form of cribs formed through Binding which instead of holding single souls to haunt an area, they are formatted to bear many souls, soul shadows, and fractures to build up a stockpile which may convert into an Apparition once having enough beings of malicious intent within. The formation of an Apparition is a very long process, often taking many years (from multiple weeks to multiple months, depending on the soul count and amount of evildoers being sacrificed) and can rarely be predicted to climax beyond a general ‘soon’. Menhir are imbued with ectoplasm as other cribs are, however immediately after the usage of Saturation to kill the person, the mystic must rebind the given rock obelisk to layer on the new whole or fractured soul (meaning a permakill or normal death) so that another may be added onto it.

 

Creating obelisks and Menhir are generally solitary feats, however mystics may assist one another in the process by lending their own ectoplasm to suppliment for another’s, meaning pillars can be created with ‘half and half’ so long as their required base is covered. Creating cribs can be learned at tier 2 and creating Menhir for Apparitions can be made at tier 3. To expand an Apparition’s field of influence it may utilize other cribs, so a tier 2 mystic can do so.


 

“Phantasmal marionettes. A volatile craft.”

Mthyul Tlan, the Waking Synod

 

Dubbed Phantom Handling by Mthyul Tlan, this is the act of convincing by force to align under a mystic to assist them. To do so tends to be a last ditch effort for persuasion, for coercion is much easier than expending one’s ectoplasm for mere alliances. As a being with ectoplasm present, most phantoms will be none the wiser and believe a mystic to be another spectral being due to the sensations brought upon by ectoplasm. The act of Handling is where a mystic goes to where a phantom is bound (if bound) or to their current manifestation and expends every bit of their ectoplasm save a minor amount to keep themself alive in a large exodus. Doing so hugely depletes the mystic at any level, as doing this is merely a chance. A chance that when sending out their ectoplasm that it will do what is needed; intercept the ectoplasm of the phantom. By expelling all of one’s ectoplasm at once acts similar to spreading paint, where the likelihood of hitting another’s ectoplasm increases with the amount sent out. When hit the ghost, Graven, or even Apparition has a probability to be influenced by the interruption of a mystic’s ectoplasm and in turn may be persuaded immediately due to the sudden inclination to agree with the mystic due to the new presence. Only mystics and Apparitions are able to perform Handling, as expelling one’s ectoplasm is an act of higher power with the spectrum between live and death which only mystics and those of high phanom understanding may do. As for the specifics of Handling, it is the attempt to have one’s self inject into the self of those whose identities are weakened. Ectoplasm is able to delve into a phantom just by being ectoplasm and acts as dye among water. However even in success, Handling is temporary and the new ectoplasm that phantoms create will dilute the intensity of the mystic’s influence.

 

    The reasoning for this is because emotions cannot be forced onto other character, however enslavement is vaguely supported, thus temporary (and a chance at that) coercion seems the viable route of action for the gathering of that which mystics mingle with. However it is still far more useful to just convince phantoms to help rather than attempt to enslave them, so character development and relationships are very important within mysticism. As well, Apparitions are almost solely recruited to a cause when a group of mystics present themselves in a show of force alongside their phantoms to give voice their cause, as Apparitions are only persuaded by darker forces. Although it is not uncommon for this to be trickery; a guild of mystics are likely to try and coerce an Apparition onto their side, destroy the apparition’s stone pillar, and then relocate the phantom to another location to act as a guard. This may be done so willingly or not, depending on the Apparition’s reaction. (This is solely up to the ET and LT on how specific Apparitions would react, considering there are only a few per world and most will be coming from what mystics create).

 

    The greater number of mystics who perform Handling together gives the greater chance for success, however only one mystic’s unique ectoplasm will infiltrate the phantom’s and influence it. This can become problematic when mystics cannot discern who has dominance over the given phantom. The higher the tier of mystic and more ectoplasm they expel the higher the chance of the phantom being Handled, doing so with a /roll command. They should be performed with:

Tier 1: /roll 20, success is 16 and up

Tier 2: /roll 20, success is 13 and up

Tier 3: /roll 20, success is 10 and up

Tier 4: /roll 20, success is 7 and up

Tier 5: /roll 20, success is 4 and up

 

“The respiration of Death incarnate, the mists of the afterlife.”

Mthyul Tlan, the Waking Synod

 

    Deadbreath, the only inhand magical spell in mysticism, is a large facet within the magic. While all of mysticism’s other spells are oriented to be done in groups as rituals or in specific locations, the use of deadbreath can be used anywhere and the purpose is very fluid. Deadbreath, as the name implies, is the misty shroud of fog that is related to phantoms and the spirit world. In places where the borders of the spirit realm and overworld are thin, such as Embermoor from Athera, bled with this wet, heavy vapor. It is a visual byproduct of ectoplasm manifesting within the mortal realm, similar to the ghostly radiance that comes from the usage of mysticism and Menhir. A mystic harnesses greater amounts of ectoplasm, making the use of deadbreath almost always single shots unless performed by masters, and attempt to ‘materialize’ it. By doing so their person is enveloped in deadbreath, this eerie mask of rolling mist, and it expels from them like an exhaust. It blocks sight and may allow for a mystic to retreat through the fog or hide, although air evocationists and holy light are capable of purging deadbreath, making it a potentially unreliable manner of escape of even entry.

 

    Deadbreath may be taught at any tier, however it grows more effective with each passing tier. The amount created depends directly on the amount of ectoplasm the mystic uses to be converted which translates to their level of power. As well, the consistency or effectiveness of the fog depends on the user’s experience with manipulating their spectral substance; early users have their deadbreath easily dismissed, able to be waved away. Greater users have increasingly more stubborn and larger clouds to the point where masters are able to drizzle entire regions with pockets of deadbreath. This feature is most often used en masse with other mystics in order to shroud a region and give it a misty aesthetical addition as a form of defense. Mystics of the given tier may cover areas in deadbreath with the radius sizes of:

Tier 1: 1 to 2 blocks.

Tier 2: 3 to 4 blocks.

Tier 3: 5 to 6 blocks.

Tier 4: 7 to 8 blocks.

Tier 5: 9 to 10 blocks.


 

“Bone cold, sun dead, unlife eternal. Pale, o’so pale.”

Mthyul Tln, the Waking Synod

 

    A wight is a being which has reached the pinnacle of mysticism. They are unlife incarnate, mortal entities who have transcended the scope of life to hover just past the reach of death and into the sphere of spectrals, phantoms, and spirits. They are very similar to their disembodied kin, that of phantoms, however they are categorized as spectres due to their physical traits. A wight appears as one does when using mysticism, however permanently. They gleam with unnatural half-light, bear identifying forms of ghostly decay and a generally bereaved appearance. They may float when not bound to platemail, have an affinity for being mostly unscathed by usual weaponry, and are nigh spirits themselves. Wights possess the phantom-like ability of a ring of influence which allows them telekinetic-like powers, the usage of visual distortion, and minor emotional influence. With that, they are quite susceptible to damage from aurum  instruments and their bane Holy magic, shamanistic spirts, and Apparitions beyond the crux of their condition; a bodily phylactery. Wights, an interlyte -- a state of being between usual undead states like ghouldom, lichdom, and wraithdom and that of ghosts, Gravens, and Apparitions -- are created through the process of consumption.

 

To become a Wight, a mystic must ‘consume’ an Apparition. This is most frequently done through creating a Menhir, filling it with dark souls, shadows, and fractures to produce a newborn Apparition which the mystic then cannibalizes. The reasoning for this is that an Apparition is a greater power, an undead being with large influence that is comprised of multiple souls. The souls within an Apparition, already having died once and are suspended in undeath, may die a second time when the Apparition is killed. A mystic may use Saturation to land the killing blow upon a weakened, already battled Apparition to permanently slay it. This must be done in the presence of a nearby Menhir which would then swallow all of the suddenly loss souls. However while this is happening, a secondary mystic must funnel their ectoplasm into the killer of the Apparition as if Binding them. This causes the twice-dead to rip into a hypothetical sea of ‘ripped, spiritual ribbons’ which then may be bound to the original mystic. Doing so instills a mystic with powers akin to an Apparition which heightens their mysticism, although there are a number of drawbacks to this process that occur in the immediate transition. Once having been newly imbued with a dead Apparition’s collection of essence, the given mystic will feel growingly tired. As the new swarm of soul shadows congeal over their own soul it brings a wealth of ectoplasm, however this state brings the person far closer to unlife. They become weary, tired, and eventually exhausted and must seek out a place to rest if available. The person will then enter a sort of coma where their body slowly shuts down while their soul marinates within the new, unnatural addition of ectoplasm and soul shadows. This is much like a phantom’s transition into unlife where they are unmanifested. A mystic who is turning into a wight mustn’t be harmed in this state, elsewise they would be permanently killed and would never be able to return to the living (permadeath). After exactly a year and a day (one week IRL), the mystic’s body would petrify into a suspension. Their body would never beat, breath, or blink again. Their figure calcifies into a stone-like, hard form and becomes quite heavy with death. This becomes the wight’s phylactery; their body. After the year and day passes, a haunting shadow of the mystic floats out of their body and forms itself. This is the wight. These beings indeed have whole souls and may perform the magic they had previously, especially mysticism which is boosted by the spiritual likeness, however they differ from other phantoms. Wights are more robust than ghosts by default, as they still possess an anchor which ties them to the mortal realm. They have a greater influence than Gravens, as they are without a wholly physical form that may locomote and are similar to poltergeists with their’ spectral powers. As well, wights possess the innate ability to ‘haunt’, an ability which is defined as when a wight shifts its physical form and can phase through a body in which they may then host. Bodies in which a wight may inhabit is a humanoid or human-like form, often armor suits or fleshy forms crafted in necromancy. These bodies allow wights an extra layer of defense where wounds upon the body translate to the eventual shedding of the body once it loses its inhabitable properties however it also limits the spectral powers of a wight. It becomes greatly hindered in the powers that come with its state of being and supplements it for a disguise.

 

A wight’s phylactery, their previous body, may be moved by the assistance of multiple people. However if stabbed through the heart with a weapon enchanted with Holy or Fi’ magic the wight would be undone and would pass, as their mortal anchor would be destroyed. Due to this wights viciously protect their bodies and keep them hidden to the greatest of their abilities. To become a wight is a permanent change and cannot be undone. However, unlike most other undead beings, Wights have a single unique property which may be thanked to ectoplasm; they can learn new magics. Due to the conductivity of ectoplasm, a wight may learn or perform other magics such as Voidal arts like water evocation or other Dark Arts like necromancy.


 

Pros:

-New magics always have an advantage of mystery. Also, spectrals!

-Majorly defensive (which is very odd for a Dark Art).

-The creation of haunted spooky fortresses are viable.

 

Cons:

-Physical weakness

-Can be undone by Fi’, Holy, Shaman, and Alteration magic.

-Phantoms can fight against mystics when not subjugated.

-Most ritual RP requires OOC consent for successes.

-Majorly ritual based with minimal combat uses.

-Obvious mysticism usage is obvious. You look like a rotting lime jack-o-lantern.

-Mysticism cannot be ‘dropped’ and sticks with a character unless forcibly removed.

-Users have mostly no offensive capabilities from the magic.

 

Red lines:

-Anyone involved with mysticism MUST fully understand ghost, Graven, and Apparition lore in order to participate so there is NO powergaming. Powergaming must be pointed out and reported. Understanding phantom lore must be evaluated by the lore keeper before a magic application may be posted.

 

-Mysticism is guildlocked, meaning the lore keeper has full control of the magic and its lore. To learn the magic the lore keeper must approve.

 

-Mystics can only be Crowned by Apparitions (namely Mthyul Tlan) and Wights. There is no other way to become a mystic.

 

-No manner of spell or magical feat may be performed outside of the listed rituals. New rituals must be discovered and documented as lore submissions in order to be made canon.

 

-Ectoplasm is mysticism-centric and has no place in any other function beyond phantoms and the magic itself. Mysticism is not immune to warding, magical draining, aengudaemonic magic, and so on. The magic is not a special snowflake that holds prominence over any other magic.

 

-Tykes are equivalent to Necromancy's zombies, meaning they must be played with the mystic present and controlling the phantom. While they are autonomous they are not additional characters and cannot be played as individuals.

 

Lore references

 

Spoiler
 
 
 
Additional works:
 
 
Spoiler
 
 

It occurred to me that Mysticism has three things lacking, all of which are critically important in a magic: an emphasis on aesthetics (not so critical, to be honest, but very nice), a sturdy population, and disconnection. Therefore I wish to add an additional three rituals to the liturgy list in order to solve these holes. And conveniently, as of right now, Mysticism has not spread anywhere so there would be no change in how the magic is RPed or what is known due to only myself having open access to it thus far. Also, there are pictures this time!




 

The new rites list as:


 

Hindering - vainglory and empowerment.

 

 

Spoiler

To Hinder is to lessen the vitality of life of a given organism or, at times, area, and bring those afflicted closer to death. Much like Crowning, Hindering is where a mystic may bring the veil between the living and dead realms closer together. This is done by exuding ectoplasm and radiating the proximity of an individual, or directly bathing a single organism in ectoplasm. The direct effects of this are majorly for fashion: directly Hindering a mushroom will cause for it to become translucent, slightly decayed, and give off a faint glow of a blanched hue between green, blue, or some shades of violet. The same may occur to an animal, causing them to have a more frightening and spectral appearance. When emanating with ectoplasm, the very closest of one’s hands or body may temporarily transition into their spectral selves, however upon the immediate passage of the mystic would lose their glow and return to appearing normal. However, none of these things cause any true functional effect. The mushroom remains as it is, a mushroom and an animal remains an animal, although a little brighter. Lesser and Inferior Souls, as with Soul Essence, have no beneficial or harmful reaction to being exposed to ectoplasm.

 

As aforementioned in the original works of the mysticism draft, a mystic cannot manipulate or alter the ectoplasm or soul of another being, this majorly due to the ranking of mortal souls. Superior Souls, that of the Descendant races, are unable to be touched by Hindering due to their innate strength which disallows the tampering of meager forces. Thus an Orc or Halfling may not be Hindered and appear ghostly, lest they be not mystics themselves.

 

However, there is a greater usage of Hindering beyond visual flavor that comes in ritual format rather than an inhand ability. In the event of mass death, if present before an already established network of stone pillars and Menhir, mystics may discharge their ectoplasm around them like an aura. This causes no offensive or defensive results, however it does occupy the concentration of the given mystic. At this point, any death that may occur nearby will ‘dig a deeper hole’ and allocate greater size in impact. As more entities die within the aura, the more passage of souls, the layers between mortality slim by the puncturing caused by the living meeting death. Once a slaughter is complete, the affected location becomes permanently scarred by such an event. This is all possible by the radiation of ectoplasm, making for the barriers of realms weaker. The aftermath of this is a sort of ‘hole’ dug into the living realm, where the undead (specifically phantoms, meaning only ghosts, Gravens, and Apparitions) are empowered by the lack of resistance they meet by inherently existing. The abilities of phantoms are scaled up by their lessened effort to retain form upon the mortal plane in such a way that, for example, ghosts may touch objects or have a greater physical presence. The same applies to Gravens and Apparitions, where their talents are enhanced by the closeness to death in the area.

 

A model example of such an effect has already been experienced. In Athera, the region of Embermoor was a site in which these attributes were already present, however for unknown means. This ritual -- Hindering in large numbers -- replicates the likes of Embermoor where an area is permanently drawn towards the afterlife. In such a place, the fogs of death also known as deadbreath are likely to leak into the world and the creation of phantoms is moderately easier. As well, in regions which are Hindered, the sky has a great tendency to clot with an overhang of dull clouds and shrouds of mist, blocking out the sun. However, should the stone pillars supporting a suppression of life within a Hindered area all be destroyed, the ditch carved into the world would bounce back and remove the beneficial effects instilled in phantoms.

 

The only tier-related points of Hindering lie in the following:

Tier 1: the mystic may Hinder very small organisms such as grass and insects. They cannot exude ectoplasm and only direct it, meaning they are unable to participate in the Hindering of locations.

Tier 2: as before, they may only Hinder creatures and plants of small size however greater than previously mentioned such as birds or rodents.

Tier 3: now the mystic may push out their ectoplasm sufficient to perform locational Hindering and they may Hinder larger animals, such as canines, goats, or shrubs.

Tier 4: also able to Hinder areas alongside other mystics, the user is now able to effect greater organisms such as livestock or small trees.

Tier 5: the masterful mystic is able lead large area Hindering with other mystics and can Hinder the likes of trees, bears, and such sizable beings.

 

This is an example of a Wight riding a Hindered stallion while the area nearest them is Hindered may appear as.

 

fGM9ItD_zpsw500cr8q.jpg

 

This is what hindered land may appears as.

 

Barrow_Downs%201_zpsb0nnefiy.jpg

 

 

Tykes - sustained population.

 

 

Spoiler

Tykes are as the name suggests: children. However this isn’t literal, and more so in the sense of substance or ability. Tykes are a phenomenon only present in mysticism, of which are temporary ghosts or Gravens. Now, these entities are are created as a byproduct of Saturation. The same principles of Handling apply to it with rolls, where only successful rolls allow for the creation of Tykes. They may be played by the character slain or may be kept to emerge from a corpse at a later time where the mystic who created the Tyke would control it, much like a conjurationist RPs their summon or a necromancer RPs their zombies. However, unlike those examples, mystics have no mental dominance over the Tykes they create and cannot puppeteer them and thus relay instruction verbally or through bodily motions. If another player plays a Tyke -- a ghost or Graven of their character -- they must be debriefed by their controlling mystic the strengths, weaknesses, and behaviors of what the phantom does. If the mystic is the one to RP the Tyke, then they must know the same features of the phantom. Now, on Tykes themselves, they exist from creation to destruction or over the course of a year (one real life day) and scale in effectiveness with the tier of which their creator made them. They are as follows:

Tier 1: /roll 20, success is 16 and up. The Tyke is very, very weak and are likely to demanifest on their own.

Tier 2: /roll 20, success is 13 and up. The Tyke is equivalent to a newborn ghost or Graven and are fairly incompetent.

Tier 3: /roll 20, success is 10 and up. The Tyke is equal to an established ghost (a Haunt) or Graven, having the combative prowess of one -- that being, not often much.

Tier 4: /roll 20, success is 7 and up. The Tyke is akin to a greater ghost (a Revenant) or older Graven, now more conclusive and firm than before.

Tier 5: /roll 20, success is 4 and up. The Tyke is born as a relatively strong ghost (a Poltergeist / Spectre) or ancient Graven. They are well endowed with their spectral abilities.

 

This is an example of Tykes being used to capture a man may appear as.

 

td189_dun_zpsvwyahtby.jpg

 


 

Sapping - magic removal.

 

Sapping is not so much a new ritual, rather an event like Tykes. In this process, the ectoplasm projected into the weapon ruptures the soul of the user and permanently damages it, causing it to no longer be able to hold ectoplasm again until the ritual is repeated, instead injecting ectoplasm into the same cut similar to Crowning. Those who are Sapped can never relearn Mysticism or become a phantom unless re-Sapped. The reason only Wights may perform Sapping is because the amount of ectoplasm funneled into the killing weapon is gargantuan in order to allow the needed penetration. Should a Wight be Sapped their ectoplasm drains from their body, sucking their soul back into their stone statue of a phylactery and returns it to flesh, their Apparition lurking in Ebrietaes. The madness of  Mysticism scars ex-mystics, voids of unhealable insanity.

 

 

Red lines:

-Hindering organisms is solely aesthetic and has utterly no other usage.

-Hindering of locations must have at the very least six deaths, increasing in size with the number of those slain.

-A mystic may have a maximum of three Tykes, and for each Tyke already had that day the difficulty in creating another increases. With each successful Tyke made, the threshold for success increases by 4.

 

 

Hexing - spiritual cursing.

 

 

Spoiler

A weary dreamscape. An accursed fool’s paradise. This is the land of the deadrealm; the Soul Stream, Ebrietæs. Distorted, dead, and dreary are the souls lost outside of the Relative Center in the warped and shaken plains, crags, swamps, and ruin of the afterlife; the despair of limbo is all that lies beyond the paths guided by Aeriel beyond all but one other: home. Dubbed polygeists, the name encompasses any spirit within Ebrietæs that finds home outside the Relative Center and thus any spirit that lingers in the Soul Stream’s rather than move into the hub and find their sought comfort. For polygeists, their home is nothing but a cage; the very presence of being within the Soul Stream and outside the Relative Center spells for uncontrollable, constant, and acute emotions of sorrow, longing, heartache, despair, and anguish. It is thus that the residents of the realm may, if given the chance, seek to flee at any cost. Through unknown machinations do some souls return, returning to the mortal realm as Ghosts or Gravens, others being intentionally abducted from the Soul Stream by necrotic means of revival or by the intrusion of deities. However, some souls find themselves unable to manifest as phantoms and no mortal  souls nor immortals on the living side or otherwise seem to care to return these forlorn and forgotten memories, adrift in their own doom instead.

 

That is, until now. Through a ritual theorized originally by the Synod in its ancient days, mystics are able to call out into Ebrietæs and lure out lost souls should they be away from the Relative Center. In the form of a seance, mystics may open holes into the Soul Stream and tease out any wandering soul, intentionally looking for a specific individual or not -- that isn’t to say that the polygeist which presents itself is the one which was sought, but the likelihood of finding the soul desired is greater than that of a liar.

 

The use of this lure is to draw the envy and lust of the polygeist contacted; in their world of misery and condemnation, they seek relief. For a polygeist, the only way they may find comfort is by temporarily discharging their hateful suffering onto that which does not possess their curse, meaning the living. Mystics, through the seance, may task a polygeist to haunt a given object. This item then becomes linked to the Soul Stream by a similar relocation process present in Binding where the polygeist is anchored into the object but is unable to leave Ebrietæs, remaining stuck yet connected.

 

Referred to as a hex, objects haunted by polygeists may manifest a host of many different traits. Similarities between all hexes is that the polygeist haunting the object will attempt to inflict some form of negative effects upon any entity that touches the object depending on the attitude of the spirit as some spirits prefer to wait and surprise their victims. The use of these effects soothes the spirit because they displace their own torment onto another, temporarily stripping them of their pain and bringing a high-like sense of pleasure. Polygeists also garner the same pleasure and sense of fulfillment when negative effects are brought onto others by their influence, not just upon the first and immediate person to encounter a hexed object. These spirits, for the most part, are very malicious. They, however, blind to fellow soul shadows and disregard the tampering of other dead for their lust for calming may only be derived from those capable of feeling their own soothing or happiness -- the living.

 

While inflicting powers similar to Ghosts in regards to their outer effects, polygeists also instill physical powers akin to Gravens. Hexed objects are resilient to physical blows as Gravens are and, in turn, are all harmed in far greater scales by gold or enchanted weaponry as well as alteration, shamanism, holy magic, and Fi’ magic. The most powerful of Hexes, those which require a larger sum of kills to be created, are immune to any physical harm and only equally powerful holy magic may purge the Hex and its haunting, ravenous polygeist.

 

The names of polygeists -- fettergeists, grievegeists, ragegeists, etc. -- are insubstantial names that summarize the aspect or theme to that given geist. A stormgeist is characterized as a turbulent, rumbling, and riled spirit whilst a gloomgeist is a somber, dull, and clouded spirit. There are no limits on the names as they are generally insignificant; the only name that is important is the single one which unifies all of these phantoms, that being “polygeist”. There is no single spirit that is a polygeist, rather some form of geist. Poly- is a root used to describe their numerous nature. Their leading core -- the word that summarizes them and gives them their name -- is akin to a flavor; their functions are all similar, if not the same.

 

[[Hexing is about cursing objects that will attempt to bring about a desired effect or shall protect itself; this acts as an alternative to enchanting for the Dark Arts that is fitting to the mysticism theme because it is naturally defensive and, more importantly, an aspect of RP that is not used enough. Any hexes that step outside the realm of power that a Ghost or Graven may perform must be reviewed by the lore keeper for if it is possible and what form of cost it should take. While a normal Hexing requires only 1 kill, stonger Hexes could require more and more kills in order to balance their potential. Some examples of Hexes could be:

 

-a crown haunted by a fettergeist may weave dark, malicious thoughts into its wearer and try to twist their mind down painful paths like a poison or ailment. It may drive them to hurt others or themselves. The longer it is worn, the greater the influence of the fettergeist.

-a mirror haunted by a grievegeist may warp the viewer’s appearance to inspire negative emotions while trying to lay the view into a trance. An entranced victim lives out a daydream of any sort where they are physically stuck in place until something else awakens them or until they fight their way out of the mental hold. The longer a person looks into the mirror, the greater the influence of the grievegeist.

-a ring haunted by a ragegeist may, if worn, inspire its wearer with irritability, aggression, or even stupors of fury or blind rage if worn long enough. The longer the ring is worn, the greater the influence of the ragegeist.]]

 


 

Eidola - knight-errants.

 

 

Spoiler

Revival. Resurrection. Reawakening. The rousing of slumbering souls is defined as a foul act by many, yet it comes as a comfort to some; death is a darkness like no other, numbing and taking greater than any other, yet it is often the one returned that may feel a savored respite from its gag. Here do ediola rise, awakened from their black slumberings for servitude in unlife.

 

The creation of an eidolon is performed through a very precise ritual, requiring multiple reagents in order to be done successfully. Firstly, a Menhir must be erected within a chamber that will be used to create the form of the eidolon. Secondly, both a Wight and a mystic must be present who will each perform a given liturgy in their arsenals for a given effect. Lastly, another being must be present who may offer up their life in exchange for the retrieval of a soul -- this can be the person that will be made into the eidolon or it may not and the intended person that is to be converted is already dead. In order for the ritual to work, the process must strictly follow this order lest it fall apart and bring about no effect beyond wasting time.

 

The mystic mentioned before must envelop the Wight, their intended kill, and the Menhir in deadbreath through the appropriate liturgy. Because of its required size, the mystic must be of sufficient practice (tier) in order to produce enough deadbreath (tier 3 or 4 is enough). Once clouded, the Wight must then also produce their own batch of deadbreath. This amply saturates the area with an additional, excessive addition of ectoplasm and marks their identity alongside the other mystic to the to-be ushered eidolon. By the initial casting of deadbreath, the mystic has established a base for the Wight to then cement the area; this order cannot be switched or ignored, for the ritual functions off the two-tiered bubble of deadbreath where the initial haze creates a phantom-friendly atmosphere and the secondary wave locks the soul in so that when it attempts to leave due to lack of an anchor it is caught. Once the core of deadbreath by the first mystic is shelled by the Wight’s, the Wight must then use Saturation to kill the given sacrifice and then promptly use Saturation again to stab the corpse of the person they wish to revive if they are not the first sacrifice. In the case of there being a sacrifice and a corpse whose soul is to be returned, the use of Saturation kills the living and opens a very short window for the other dead to return through, drawn by the large amount of secreted ectoplasm. The soul then enters the deadbreath cloud. Should the sacrifice be the person to be risen, the soul instead simply lingers instead of passing. Whilst inside, the mystic must then perform the Binding rite upon the Menhir. This, when encompassed in deadbreath as originally intended, brings the soul of the to-be awakened into the Menhir. Due to the excessive amount of ectoplasm present between the 2 or 3 liturgies of the Wight, 2 liturgies of the mystic, and the established Menhir all congeal. In a very vivid and lucid display, all of the deadbreath present siphons into the Menhir once the soul is within it and both the obelisk and the open ectoplasm is compiled together to create an anchor for the eidolon. After convergence, the Menhir will violently rip from the ground, suspend itself in the air, and promptly contort and shudder to compress itself into the shape of a suit of armor. The armor is designed by the souls personal identity and subconscious, meaning the eidolon’s player chooses how it appears, and after a substantial amount of Gleaming the process ends.

 

After the deadbreath, Saturation, Binding, and waiting, the eidolon emerges. The ectoplasm expended has since been drawn into their new form, giving the stone a metal-like hardness and a lively, churning texture of the eidolon’s will to exist. Alongside their form, an eidolon is simultaneously born alongside a weapon befitting themselves out of the Menhir’s very dense material. They are hence bound by the deadbreath’s identity which caught them, meaning their allegiance lies with Wight just as a mystic’s lordship is heeded by phantoms they create in the exact same principle. Birthing is a disturbing experience for eidola and they are likely to come fairly confused: being roused from the sleep of death is a very perplexing experience.

 

The ritualistic process of creating an eidolon can be interrupted by any mistakes made by its mystical users or the interjection of any sort; the process will only work if the system goes safely and without tampering. An air evocationist could gust away the deadbreath and thus ruin the ritual, as could a holy magic user. Any usual Descendant could assault either the Wight or mystic, thus disrupting their focus and ruining the ritual as well. It is a very delicate course that cannot be disturbed lest it fall apart.

 

Visually, eidola are suits of armor. They can will their passive lighting on or off, where their inner cores Gleam as mystics do or to whatever extent they wish. If not used and not Gleaming an eidolon appears to be a statue of empty armor comprised of hard stone alongside a weapon that compliments their personality. They are capable of speech, sounding like a voice in a cavern; their voice resonates within their armor and leaks out through its gaps, given a very broken up and distorted tone. Eidola are completely sentient and as intelligent as they were in life, although their mental disorder and usual undead traits may alter their behavior. Eidola are locked into servitude to their creating Wight where any commands given by the Wight are irresistible; relationships between Wights and their eidola can be very abusive if this law is used frequently, but it is not required if handled delicately where the eidolon has a choice. Just as any phantom, they are vulnerable to alteration, shamanistic spirits, Fi’ magic, and holy magic as well as gold or enchanted weaponry. While decapitation or limb loss means little to an eidolon, complete dismemberment by any means, draining of their mana through Fi’ or alteration, exceptional damage to their armor, or being stabbed with gold or enchanted weaponry many times will result in the slaying of an eidolon. In death, every bit which comprised the eidolon will all draw inward and force together to the point of collapse before converting to wispy, cloudy strings of deadbreath. When they are killed and convert to small wisps of fog, they wash away through the air and leave no remains of their natural form. They then revive back at the leftover Menhir they were firstly born from unless their controlling Wight relocates their anchor through Binding.

 

[[Eidola are the spectral cousins to the elusive race of Dreadknights, vigilant Ents, and hushed Golems. They relate through form but are otherwise unique to themselves. They are make from PKed characters and require a magic application to be played. An eidolon is a large, armored knight of great strength and physical prowess who serve the Wight which created them in return for their revival and newfound state of undeath. They are slow, heavy, durable, and relentless; although they are bound to a specially made suit of armor, they have immense persistence and may endure extensive damage before finally being vanquished. Eidola have personalities as they had in life and are just as personal as any other character. They do, however, suffer from a mental disorder of their choosing to varying severity alongside the usual weakness that comes with being undead: alteration, shamanism, Fi’ magic, holy magic, and weaponry of gold or enchanted make may all make efficient work of them while other armaments or magic gives far lesser impact. An eidolon may survive instances of gold stabs, purging holy light, or other such banes but only in lesser amounts as their makers do -- multiple cuts or more than short hits with those magics will bring an eidolon close if not to death. Eidola were sought to be created in the shadow of Dreadknight removal but does not seek to take their place whatsoever; they were already thought of when Constructs became organized. Eidola do not supplant Dreadknights and in no way stop their return.]]

 
 
 
 
 
 
 
The Accepted Addition Lores to Mysticism are the following (included in this post, already):

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This post looks utterly enchanting!  I've only been able to skim it, but when I get a little more free time I intend to actually read it all over.   Very good word!

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I actually have read through the whole thing thoroughly and it reads beautifully! I'd hope to see some very eventful RP made from this and for players to become connected through its conduction. I only had a few questions after reading over this:

-They would mask their true form when not performing the magic correct; are they able to take any other appearance too?

-How will it clash with ones such as shade or frost witch?

-Will there be a reference picture to attribute to the description of their body?

-Since I know apparitions roleplayed by players don't always linger around, would they be able to conduct such rituals, with the consent of the Lore Keeper behind it, whilst roleplaying or having another roleplay the apparition affected?

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he magic correct; are they able to take any other appearance too?

-How will it clash with ones such as shade or frost witch?

-Will there be a reference picture to attribute to the description of their body?

-Since I know apparitions roleplayed by players don't always linger around, would they be able to conduct such rituals, with the consent of the Lore Keeper behind it, whilst roleplaying or having another roleplay the apparition affected?

The visual anomalies mentioned only pop up when a mystic uses their magic because that's when the ectoplasm is in active use.

 

It wouldn't. So long as a person has a soul, and that's like 299/300 characters, they can learn mysticism.

 

I'll probably put pictures into a magic guide if this gets accepted, for both mystics and wights. Otherwise I won't because I can't edit the damn post. >:I

 

Apparitions are only played by LMs and ET. Apparitions that are found tend to not be roaming and instead are bound to a stone pillar in a ruin already, so if you ever run into one it's rare. Anyways, Mthyul Tlan is the only Apparition/being to know mysticism and would have to teach it. No other Apparition can perform mysticism without being taught and to be honest it's unlikely one ever will be. I would likely be the one doing teaching and through a character taught by Mthyul Tlan rather than the Apparition themself. 

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I read the whole thing, and I'm impressed. The lore makes for a good read, and the magic sounds very interesting. Nice work.

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Sounds like a really interesting addition, I actually read most of it. It would be nice to have a more defensive focused magic that isn't just shoving ghouls into a hallway, think it would make spooky bases more viable. Anyway +1 from me.

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Wow.... Very well written, Zar! I must say, I can't think of anything like this, and that is why I love it. It creates a pure FLOOD of RP potential, as well as adds beautiful lore and more things to RP with. Honestly, you've outdone yourself.

Massive +1 from me!

+2 if you make it with pics ;)

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Yes.

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Paleknights/Eidolas have been soft shelved. This is part of our movement to shelve creatures that are either inactive or have been deemed unnecessary/problematic. This is a soft shelf and people with a CA will still be able to play their character, however no new creatures tied to this lore may be created. If you have questions about why this specific lore has been shelved, please contact me via forum PM or over discord at Flamboyant#8856

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This lore has been suspended/shelved. Contact an ST Manager or the ST Administrator for any questions or concerns.

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