Jump to content

[✗] [Antagonist Lore] The Hive


drfate786
 Share

Recommended Posts

The Hive

 

Music:

 

 

Ambience:

 

 

Prologue

 

And so in his arrogance, he attempted to create a cure that would exterminate the wretched parasites once and for all. He used a fire symbol, a water symbol, and an earth symbol yet in his ignorance, he used his own blood as the final ingredient, a mistake he would pay for dearly. The nameless alchemist then leaned over to retrieve the volatile concoction he had created. As he glared at the imp parasite he thought of all he had lost. He remembered his love and how he had lost her, for when he pried it from her deceased arm he grew to hate its kin and named it Gyloth.

 

When the nameless, yet foolish alchemist placed the concoction into the tank, he hoped the concoction would kill Gyloth as intended, but instead the creature squirmed and grew still. The alchemist then tapped the glass wall but Gyloth immediately lashed out, cracking the tank in the process. The alchemist jumped back in surprise, for his concoction had failed. Yet to his extended horror, Gyloth began excreting a toxin of his own creation. The water within the tank was quick to turn purple. The alchemist did not hesitate and quickly ran to a lever, he flicked it and ran. The tank quickly shattered and the bloated Gyloth crawled out, it screeched in wretched agony and crimson growths erupted from its bloated flesh, the laboratory flooded and Gyloth yet slumbered.

 

On the day Orgon destroyed Vailor, an unfortunate crowd came across the collapsed lab entrance, as a member of the crowd slipped in his panic to reach the docks a parasitic growth burst from the lab’s collapsed entrance. The peasant man cried out but not soon enough, Gyloth entered the peasant's body and devoured his mind. The puppet then lurched its way back up and shuffled its way into the Orenian flagship, unnoticed. Upon arriving on Axios the host wandered into the wilds of Tahn where he would be devoured, and in a way, suffer a fate worse than death.

 

Animus

 

The corrupting influence of Gyloth takes the form of Animus, Animus is derived from the concoction the alchemist unknowingly created. It fuels Gyloth’s flesh and most importantly, the hivemind. When ingested by lesser creatures (Animals, fish, etc), Gyloth will attempt to impose its will upon the afflicted. When the poisoned 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. Their consciousness is assimilated and all motor functions no longer belong to them as a result. If Gyloth is not giving the creature orders then the creature will spread the animus further. Organic matter and animals could form nests, these nests are manifestations of the hivemind and will produce animus, they will also produce a new strain of imp parasite called Gy’lorns.


 

Animus is unable to survive out in the open without some form of generator (Such as a nest) actively producing it. If enough Animus is present in a location, Gy’lorns may spawn from it, 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 blood will reject Animus. To this end, Gyloth/The Hivemind created the dreaded 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 the bloodstream, it will then try to replace their veins with its own. The hivemind may then attempt to impose its will on the descendant, this would manifest in the form of voices, hallucinations, visions, etc. If the Descendant gives itself willingly, he/her will become a part of the overwriting directive, they will be bound to the hivemind and their consciousness will slowly begin to wither away along with their motor functions. 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 may begin to shrivel and die, however the Gy’Lorn may also devour the host from the inside out. The host will suffer from a high fever followed by a fit of pain and hallucinations, if the host fails to fight the parasite off, the Gy’lorn will take control of them and they will become a part of the overwriting directive. They will then be covered in a hideous cloak of writhing flesh. 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 any creature that has been infested with animus, torrents of animus will be spewed at the entity(s), killing the infected 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 as it attempts to infest their very being, the searing agony inflicted by the animus rejection will last from weeks to months to even years, this depends entirely on how much animus they had been exposed to and the extent of their corruption, the more flesh and genus they lack the more severe the pain. The animus is rejected as it has no flesh or genus for it to cling to, this leads to it being absorbed inside the host. This results in it mixing with whatever force is keeping the host alive. For example, the animus would try to cling to the lich's lifeforce having nothing else to cling to. This will cause immense pain as the lich's life force is mixed with the animus. Since lifeforce and animus cannot mix, the animus will then be rejected but not before mangling the lich's lifeforce, causing immense pain and distortion.



 

Gyloth

 

When Gyloth infested the stranger it had wandered into the wilds of Axios where the animus began to change the host. Gyloth’s brain had grown and it was now bursting from the host’s chest. Gyloth was quick to notice, he quickly devoured  the host and then formed the first nest. The nest slowly grew until it began to extend below ground. Whenever the nest would hit a cave the cave was infested and all of it’s inhabitants were devoured. Most of the silverfish below the caverns of Urguan had been devoured by the time the dwarves settled the deeper reaches, the same fate awaited the cave goblins and they fled closer to the surface as a result. The dwarves didn’t notice these horrific changes out of sheer ignorance. It has been over a decade now, and Gyloth has been undisturbed.. Until now.

 

The dwarves of Urguan have attempted to cleanse their caverns of cave goblins for years now, but little do they know of the impending blight that they shall face. Some Goblins have begun to fall ill in horrific ways, a crimson substance would seep from their mouths and unnatural growths have begun to appear on their bodies. Soon, many of these infested would attack other cave goblins. Some of the victims would be eaten while others would also fall ill. In the deeper sections of cave goblin camps, fleshy growths have begun to consume tents. Veins and arteries have also begun to grow on the walls along the caverns. The Orr’es have begun their campaign, the hivemind has awakened.

 

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 consciousness to Gyloth, upon succeeding the descendant surrenders their motor functions to the Gy’lorn and 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 and genus of descendants. The animus that now constitutes their blood can only be sated by the flesh and blood found in descendants. Without fresh flesh or blood the animus will begin to alter their physical forms, this will also cause their painful hunger for blood to grow causing the newly born Orr’e to become more and more desperate to sate their unending hunger for flesh.  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 properly. Instead, the hive mind's power reconstitutes them. When an Orr’e dies, their consciousness 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, their consciousness is then slain and the parasite is now all that’s left of it. Mutations will always vary, but most fully transformed Orr’es are massive husks with many eyes, they wield massive claws studded with serrated spines. The claws may be used in combat, upon successfully hitting an enemy, the spines will latch into the flesh and release animus and or eggs directly into the victim. The claws 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 powerful 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 though, and most Orr’es to grow this tall will lose most of their already dying individuality. Furthermore, Orr’es this large will need to 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 grisly gurgles, a language used by Gyloth and former imp parasites to issue commands. Those infected with Gy’Lorns or willingly/unwillingly sharing any link with the hive mind will be able to speak and understand the primitive language.

 

Their weaknesses will always counter their strengths, Animus is incredibly flammable having been derived from a highly flammable potion and so Orr’es are susceptible to fire. As a result, they 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 resistant to the effects of Gy’Lorns due to their high mental focus, and 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 flesh 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 the parasites would be forced to live deep below the earth, close to Gyloth’s growing tendrils, or deep within forested regions where they may feast on the animals. 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, however the regeneration may not occur during combat and fresh genus or animus must be provided to sustain it. Severe wounds are not as fatal to them and multiple sets of organs will allow them to take twice as more hits than an 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 and racial perks upon becoming one.

 

Orr’e are weak to void based magics, deific magic has the same effect that it does on a descendant. Aerial has no power over their souls. Making deific arts on an extension 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 also makes it possible for a large group of people to get infected should they defeat an Orr’e. Strangely, ingesting a potion of halflings grass or getting high off of cactus green 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. Open wounds are vulnerable to infestation and so is open skin, Gy’Lorns may tear through open skin and squirm their way into the host’s veins.




 

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 claws.

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 as their individuality devolves.

Aversion to halflings grass and cactus green.

Afraid of fire and despises necromancy, will actively kill anyone who attempts to use either on it.

They devolve mentally as the parasite devours their personalities and consciousness.

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

 

Strengths:

 

Superior out of combat 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.

Linked to a hivemind.

Unable to die, reconstitutes.

Orr’es are unable to feel pain upon being infested, the Gy’Lorns disable pain.

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

Has claws and many 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 laced with eggs 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, plenty of wildlife must be present though.

 

Stage Two:

The region must be next to an infested region, the first infested region will be an abandoned farmstead near old Johannesburg. The nest will be awakened by the Thanhium.

 

Stage Three:

The tendril must then grow to the new region, this will take many days and 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 and 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 mutations. The tendril will seek the nest and attach itself shortly after.

 

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 force it to churn out horrors from its main gate.

 

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 runes.

 

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 its arrival.


 

Link to post
Share on other sites

Oh lordeh

 

 

I like it, finally antagonist stuff, I'll +1 just from being antagonist.

 

 

Gud!

Link to post
Share on other sites

Funny Borg Memes 7

In all seriousness though when it comes to LOTC this is unique. I like the idea although I feel it needs more refining before we turn it into a server antag.

Link to post
Share on other sites

Apart from what anyone says, we aren't getting an antag. Tahmas and 501 both have to approve it and yea, won't happen. A similar bug type antag was proposed but was turned down a bit back by 501. Anyways, I don't like it, just doesn't seem like an antag. For a proper antag you have to have four things, and this has none of it.

Link to post
Share on other sites

Sounds p cool. I like this actually, as long as you aren't forcefully turned into bug people so for now 

+1

Link to post
Share on other sites

As long as you don't use this to empower your own personal crusades, sure.

Link to post
Share on other sites

+1 it is a nice idea though I think nests should be more easily be able to be destroyed with a small event though if the main hive gets ever attacked there should be a real large event or multiple wc to destroy it 

Link to post
Share on other sites

28 minutes ago, Gladuos said:

What would these be?

Rp fear, ooc fear, a plug in that makes them unkillable like herbs or undead, and player control

Link to post
Share on other sites

Just now, L0rdB0rd said:

Rp fear, ooc fear, a plug in that makes them unkillable like herbs or undead, and player control

 

As soon as Gyloth would reveal himself the RP fear would commence, especially when the first players begin to turn. A plug in that makes them unkillable would be absurd, we have a plugin that can be modified to allow Orres to spawn silverfish/mobs as Gy'Lorns if the need presents itself. Player control will be a thing, this antagonist uses players as a means to spread. Orres are players, the ET will manage the Orres like they managed the undead and so will the rest of the staff. However, applications will still be required for a player to become an Orre as to ensure they are roleplayed correctly. 

Link to post
Share on other sites

1 hour ago, drfate786 said:

 

As soon as Gyloth would reveal himself the RP fear would commence, especially when the first players begin to turn. A plug in that makes them unkillable would be absurd, we have a plugin that can be modified to allow Orres to spawn silverfish/mobs as Gy'Lorns if the need presents itself. Player control will be a thing, this antagonist uses players as a means to spread. Orres are players, the ET will manage the Orres like they managed the undead and so will the rest of the staff. However, applications will still be required for a player to become an Orre as to ensure they are roleplayed correctly. 

It ain't scary. Seeing a harbinger on the road and realizing it was kahzo and goldrim is scary. You arent scary.

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...