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[✗] Deific Lore: Gyloth and Animus

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Gyloth, Daemon of Animus

 

 

https://www.youtube.com/watch?v=x6YUaE9euRQ&t=3678s

https://www.youtube.com/watch?v=X--TT1ABB_Y

 

 

Prologue

 

The crimson comet streaked across the night sky leaving a trail of acrid miasma. It reeked of the familiar scent of acrid, yet pustulent blood and the sky heaved as a result. The comet smashed into the sand dunes creating a shockwave that reverberated across the dry dune desert, clouds of blood stained sand erupting into the night sky.

 

In the centre of the landing now lay the prison of something unnatural and very much alive. The blocks of ice shook and cracks and fissures widened to then shatter, giving way to the great tendrils that dug into the stirring sands. After all of these long eons, the fiend of a thousand eyes peered through its ancient prison and bled.

 

Maggots squirmed their way to the surface of the desert, they had hatched recently from a bloated carcass and smelled the scent of the decaying meat. They knew they would eat well tonight, Gyloth was a generous deity. The first wave of maggots squirmed to the massive tendrils that had erupted from the ice, they aimed to gorge themselves with flesh. Overnight, the monstrous deity transformed them, the mass of flesh that was Gyloth was now a bloated nest awaiting it’s final transformation.

 
 

Later that night, the bloated tendrils twitched and ruptured open and for the first time in eons, it felt pain. A swarm of ravenous parasites would emerge from the great entities ruptured tendrils.They would spread his blood upon Axios and it will purify them all with his blessed gift.

 

The druids of the land would sense a great disturbance beneath the earth and the attuned followers of Aenguls and Daemons would feel a dreadful presence. His dark campaign deep beneath the earth had begun and he would grow beneath the world to spew forth his corruption.

 

Days passed and the desert grew ever more silent, fleshy tumours had erupted from the sands and began the terrible defilement. This would be the first symptom of the terrible work it had begun.

 

The Daemon of Animus has arrived..

 

Animus

 

The corrupting influence of Gyloth takes the form of Animus, Animus is the blood of Gyloth, through animus its will is imposed on the world. When ingested by lesser creatures (Animals, fish, etc), Gyloth will attempt to impose its will upon the afflicted. When the infested creature succumbs to his will, their flesh will be mutated into Gyloth’s own. Animals will lose most of their features, however this process is slow and noticeable, a dog for example could lose its fur and eyes, its jaws could turn into mandibles and its legs could turn into a mass of writhing tendrils. Lesser creatures, such as the dog, will always mutate randomly. They will lose themselves and follow its bidding without question, if it is not giving the creature orders then the creature will spread the animus further. Like a hive, they’re bound to a single overwriting directive. Organic matter and animals could form nests, these nests will produce animus and the Gy’Lorns, the parasites of Gyloth.

 

Animus is unable to survive out in the open for long without some form of mass(Such as a nest) actively producing it. If enough Animus is present in a location, creatures may spawn from it on occasion, but only if a sufficient amount of corpses or animals are submerged in the Animus. Animus is unable to directly infect creatures with sufficient sentience. A descendant’s body and soul will reject Animus. To this end, Gyloth created the Gy’Lorns. Should a Gy’Lorn infect a descendant it will latch unto his/her heart and will begin pumping its Animus reserves directly into his/her blood. Gyloth may then attempt to impose its will on the descendant, this would manifest in the form of voices, hallucinations, visions, a false promise of greater power, etc. If the Descendant gives itself willingly, he/her will become a part of the overwriting directive, they will be bound to Gyloth similarly to how the undead were bound to Iblees. If the descendant resists the Gy’lorn, he or she will fall ill for several days or weeks, their body will fight the Animus and the Gy’lorn will shrivel and die. The host will suffer from a high fever followed by a fit of pain and hallucinations, the host will usually survive this ideal and recover as though nothing happened, but some can die from this. When the host awakens, they will have no recollection of being infected by the parasite.

 
 

When a tainted entity attempts to steal the lifeforce of an Orr’e or that of a nest, torrents of animus will be spewed at the entity(s), killing the Orr’e(s) in an explosion of their own animus and potentially maiming the entity(s). Should anything of tainted origin come in contact with animus, it will inflict them with tremendous pain, the searing agony inflicted by the animus will last from weeks to months to even years, this depends entirely on how much animus had been poured on them and the extent of their corruption. The same rule applies to all corrupted entities, animus is a pain inducing toxin to the corrupted and is best left avoided.

 
 
 
 
 
 

The Orr’e

 

If a descendant succumbs to a Gy’Lorn it will merge with the body and will proceed to bind the victim’s soul to Gyloth, upon succeeding the descendant becomes an Orr’e. The Orr’e are doomed to eventually transform into horrific creatures, their humanoid forms will wither away unless they feast on the flesh of descendants. The animus that now constitutes their blood can only be sated by the genus found in descendants, which is plentiful, especially in mages. Without genus the animus will begin to alter their physical forms, this will also cause their painful hunger for animus to grow causing the newly born Orr’e to become more and more desperate to sate their unending hunger for animus.  When the alterations occur they are permanent and stain whatever soul blueprint they once had, making it impossible for the monks to resurrect Orr’es. Instead, Gyloth’s power reconstitutes them. When an Orr’e dies, their soul will be directed to an animus nest. Once arrived, the nest will produce and regurgitate flesh for the Orr’e’s new body. Once enough flesh has been created, the nest will shape the Orr’e a new body using the Orr’e’s altered soul blueprint as a base. This alters the soul blueprint further and the reconstituted Orr’e will no longer be noticeably humanoid, the Orr’e’s mind will be fragmented as a result of this new body and may result in the inability to speak their native tongue or clearly remember what killed them. Mutations will always vary, but most fully transformed Orr’es are massive husks with many eyes and tentacles studded with serrated spines. The tentacles may be flung like a whip in combat, upon successfully hitting an enemy, the spines will latch into their flesh and release animus directly into the victim. The tentacles may then be pulled back to the Orr’e causing the spines to be brutally torn out of the victim, this will tear the person’s skin and blood vessels apart. Plate armor will shield the potential victim from harm but the spines may still tear through chainmail and leather armors. The feet and legs of an Orr’e will turn into multiple talon-like appendages upon further mutation. When an Orr’e reaches it’s final stage it will grow multiple mouths on its chest. These mouths are full of razor sharp fangs and may be used to devour its enemies, each fang will release animus and Gy’Lorn eggs into the victim’s blood, the eggs will hatch upon contact with blood and may infest the victim. Truly devout Orr’es will evolve even further, developing a thick carapace and the ability to spit Gy’Lorns directly at prey. Even further mutations will grant them insectoid features such as mandibles and a thicker carapace, followed by an ability to command lesser Orr’es, including the Gy’Lorns they produce.

 
 
 
 
 
 
 

Orr’es have many strengths and weaknesses, the most notable strength being the inability to truly die. Orr’es are unable to age, are immune to most diseases and when slain, they reconstitute inside a nest. Orr’es can grow to become quite massive, the largest to be around 4.2 meters tall. This comes at a hefty price, and most Orr’es to grow this tall will lose most of their individuality. Furthermore, Orr’es this large will be fed by nests and may find it difficult to find any other nourishment. Orr’es lose the ability to speak any known languages after their first death and will instead speak in Gylothian, a cyclopean language used by Gyloth to issue commands. Those infected with Gy’Lorns or willingly/unwillingly sharing any deific link with Gyloth will be able to speak and understand the language.

 

Their weaknesses will always counter their strengths, Animus is incredibly flammable and so Orr’es are susceptible to fire and will catch aflame like parchment if exposed to flame. To make matters worse, Orr’es cannot learn magic due to their lack of Genus and most magic users are either immune to the effects of Gy’Lorns or will lose their magic upon becoming an Orr’e, making it impossible for an Orr’e to know any kind of magic that requires the use of Genus. Orr’e are also very hard to conceal, especially once the transformation is visible. It will become very difficult to hide amongst other races, especially when the hunger for fresh genus takes over. Fully transformed Orr’es would find it impossible to hide in plain sight and would most likely be scorned and hunted by the descendants. To this end, Orr’es would have to eek out a living in secret. Most Orr’es and the nests that spawn them would be forced to live deep below the earth, close to Gyloth’s tendrils, or deep within forested regions. Their flesh is weaker than a descendant’s and cannot be armored. This makes it fairly easy for a ferrum blade to slice through them, when an Orr’e forms a carapace it will take multiple strikes to cut through the carapace but a ferrum warhammer will shatter it in a few strong blows.

 

They make up for their weak flesh with superior regeneration and multiple organs, severe wounds are not as fatal to them and multiple sets of organs will allow them to take twice as more hits than a unarmored descendant. Moderate to severe wounds will take only a few days to heal. Undead cannot become Orr’es but any living descendant is vulnerable and may lose their magics upon becoming one.

 

Orr’e are weak to void based magics, deific magic has the same effect that it does on a descendant, making deific arts on an servant of Gyloth seemingly useless. Upon dying, Orr’es will turn into animus and explode, releasing multiple Gy’Lorns to infest the victors. This renders their corpses unusable and near impossible to study, it makes it possible for a large group of people to get infested should they defeat an Orr’e. Strangely, ingesting garlic will make the Gy”lorns ignore the ingester, a strapped helmet or facemask that covers the mouth and nostrils will also protect a descendant from possible infestation.

 
 
 
 

Weakness:

 

Very susceptible to fire.

Weak against voidal magic.

Unable to maintain a normal life.

Weak flesh, easy to slice through.

Plate armor is effective against their weapons.

Can only respawn at nests.

Fully transformed Orr’es can no longer speak their native languages.

Explode when their lifeforce is tapped into.

Extreme hunger for genus/descendant flesh.

Host to a range of parasitic Gy’Lorns.

Mental instability, may develop sadistic tendencies.

Aversion to garlic

Fear of flame

They’re slaves to Gyloth’s dark will, unable to act against a large force unless ordered to.

 

Strengths:

 

Superior regeneration, wounds regenerate much faster.

Immune to diseases.

Can eat flesh produced by nests.

Can eat rotting food.

Explodes on death, may still occur if fire isn’t used properly.

Multiple organs.

Can create a thick carapace later on.

Deific link to Gyloth.

Unable to die, reconstitutes.

Orr’es are unable to feel pain, their animus/deific link to Gyloth removes it.

May use their animus/deific link to communicate with Gyloth and surrounding nests.

Has tentacles and maws that may be used to inject parasites and animus into potential hosts, useless against plate armor and long distances.

 
 
 

Animus Nests

 

Nests fuel the spread of Gyloths’ will over the world. They’re formed when a tendril of Gyloths’ will attempts to spread to a new region. These tendrils act as arteries, they pump the animus directly into the nests allowing them to spew all sorts of horrors into Axios. The tendrils are deep underground and a set of requirements must be met for a nest to be formed.

 

Requirements:

 

Stage One:

The region must be deemed infested, infested regions are overrun with nests. The tendrils that fuel animus to the nests will burst through the ground and may latch onto anything they can grasp onto, this may infest whatever hasn’t already been infested. Pools of animus will spill into the rivers and lakes rendering the water undrinkable. The region doesn’t have to be in the control of a nation or guild to be infested.

 

Stage Two:

The region must be next to an infested region, the first infested region is the dry dune desert. (A41 and A42)

 

Stage Three:

The tendril must then grow to the new region, this will take many days, tremors will be felt followed by an earthquake, this may destroy buildings (up to the region owners).

 

Stage Four:

The Orr’es will be ordered to march upon the designated region, a warclaim/event may be done if a massive force of Orr’es are inbound. If only a small pack of Orr’es are present they will simply march to the designated location and protect it.

 

Stage Five:

The Orr’es will gather flesh, any flesh will suffice. They will proceed to sacrifice one another, when enough Orr’e have been sacrificed their animus will mend the flesh into a nest, the sacrificed Orr’e are reconstituted and given a new tier of abilities. The tendril will seek the nest and attach itself.

 

Stage Six:

The nest will produce Gy’Lorns, animus and flesh. The chunks of flesh will be used to sustain and reconstitute the Orr’es while the Gy’Lorns and animus will be used to infect new hosts.

 

Stage Seven:

The nest will continue to grow, when fully grown the nest will spread the tendril to the surrounding areas, creating new nests.

 

Stage Eight:

When over 50% of the region is covered in nests or the capital of a region has been infested, the region will be overrun and an event may take place to repeat stage one. (Each nest claims the nearest 225 blocks in diameter).

 
 

Stage Nine:

If the region is overrun and stage one repeats itself, region ownership remains in the hands of the current region owner. Region ownership is not affected by infestation, however the region may be controlled by the Orr’e if the region owner or over 55% of his population have been infected. This will not change who owns the region but will allow the capital city to be infested by Gyloths’ tendrils. This will turn the capital into a massive nest and will allow it to churn out horrors.

 

Stage Ten:

If the region is not under the control of the Orr’e through the above stage, and stage one attempts to repeat itself, then an event or WC may be hosted to determine the fate of the region. If the Orr’e lose the WC or event, several nests will be exhausted and may take a week to rejuvenate. Exhausted nests will not produce any animus or Gy’Lorns but will still produce flesh.

 

Fighting The Nests

 

Nests may be fought to protect the region from infestation. A skirmish or event will occur, if the Orr’es lose the event the nest may be destroyed, but only for a time. Nests can only be destroyed with fire, simply bashing it with weapons won’t do. When the nest is destroyed it will take five days to regenerate. By that time, if all nests are vanquished before the five days are done, the infestation will be reset to stage five. (Only one nest will remain and the events must start over, the first nest cannot be destroyed through regular means as it is connected directly to an artery/tendril.)

 

When the first nest forms the nest may not be removed unless an Aengul or Daemon interferes directly, they may tear the nest from the very earth itself but by doing so will release animus throughout the region. This will also anger Gyloth who will proceed to focus his attention to the torn artery. A book of power may be used to destroy a nest but this will drain the book and may cause Gyloth to shift his attention to the affected nest. No other power may remove a nest, not even Fi magic.

 

Nests are living creatures, they’re intelligent and may telepathically issue orders to the Orr’es the same way Gyloth does. This allows for a nest to call for aid when under attack and to formulate strategies. Nests are the nerve centres of each operation and are required to organize the Orr’es. Without nests Orr’es are harder to command.

 

Nests will alway be protected by elite Orr’es, these elites are the fully transformed Orr’es that sacrificed themselves to form the nest. They’re immensely powerful compared to other Orr’es, they use the nest to command Gyloths’ children.

 

TLDR:

 

If Gyloths’ will isn’t denied it will spread rapidly and become harder to manage, this may overrun unsuspecting regions, especially those near the place of his arrival.

 

Note:

 

These events will be coordinated by staff and the players roleplaying as Orr’es, the admins will play the role of Gyloth just like they played the role of Iblees back in Aegis.They will repeat the orders to the commanders who will then repeat it to the Orr’es. This will serve as a proper way to manage the events. The builds will be created by me and the ET and the skins will be created by me and the ET. A total of 10 basic skins will be required and 22 builds will also be required, each build will simply be world edited into the world with slight edits to merge it with the environment. Multiple events will be run prior to the arrival of Gyloth as a foreshadowing. If a nation is present in the region of his arrival (A41 and A42), their  towns and cities will be shattered by the impact and then infested. They may move to a new region of their choosing free of charge with all building materials being refunded as a consequence/reward of the event. Any nations routed out by infestation will also be given the same consequence/reward.

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Inspired by Resident Evil 5 and onwards? 

 

Im actually surprised by the writing here. While there are some questions that I will bring up when I get another, closer read I enjoy the concept and the through-line into how you wish for it to be implemented and how it might come to effect the playerbase. This type of clarity is greatly appreciated.

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37 minutes ago, Sir K Andruske said:

Inspired by Resident Evil 5 and onwards? 

 

I'm* actually surprised by the writing here. While there are some questions that I will bring up when I get another, closer read I enjoy the concept and the through-line into how you wish for it to be implemented and how it might come to effect the playerbase. This type of clarity is greatly appreciated.

 

Thank you, your comment is appreciated. 

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This Lore has been denied. Topic moved to Denied Lore forum.

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