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[Shelved][✓] Resonant Renditions I


Swgrclan
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“Do you not hear its knell in times most dire? The madness that claws at the spirit, desperate for escape?”
“No… what do you speak of? Mortal emotion?”
“Something else that dwells within. The Abyss is within all men, and it is drawn out when their ire is risen like flame and when their sorrow plunges them into a sealike, lightless depth. Such is the way of things.”

-- Old Lord Dhurzumkal to the Gravelord Nimdravur,

“the Advent of Xionism”, near the age of Athera’s end.

 

Since the dawn of all men, the Abyss as a worldly presence had always existed. With their souls pieced together from the very heart of God, theirs was a material existence where all true shapes cast shadows. In truth, the Abyss did not need to take shape through the destruction of Aegis to place its mark upon all of men; for it was mortalkind’s capacity to feel the greatest fury, the deepest sorrow, and the most despondent nostalgia that suggested their innate tie to an obscure, yet-manifested darkness.

 

For those that know this Abyss to this day, it is known as the grave of a lost homeland, and a cesspit where evil takes shape among a fog of Lifeforce that denies the presence of light. For those bound to the Abyss, it is known as the birthplace of life, a tarnished cradle of all that casts a shadow, a corporealization of a seething desire for vengeance, and the heart of the world they walk upon.

Chapter I:

Reenvisioning

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“What exactly do you believe me to be? Among the heart of darkness and its cage of bones, do you know what I am?”

“Something that must be removed.”

“Then set your blade upon all men, for they hunger as much as I, they kill as much as I, and the goodwill of their fellows is shrouded by black intention.”

-- ‘Redhood’ Vor’kalan, the First Darkstalker, to the Crusader Mithras.

 

While the Abyss’ depths cannot be seen, where it may be interpreted as a place of static where all is petrified to a state of un-change, much does transpire there. Countless notions of evolution, bastardized by the mutated and the undead who are forced to face the trials of the lightless chasm time and time again. Those wizened by witnessing this may claim that one day, the Abyss’ inhabitants shall rise free from their cove of darkness, and spread out across the world, for their binding to the Cycle of life is far deeper than many can imagine. Through the harshest conditions, they will escape their pit of trials, and become immune to the rays of the sun.

 

This is the nature of the Abyss. In a place where there is no light, where all is ash and dust, those with the willpower to survive are bidden to evolve and adapt. Its depths are a coalescence of the eternal mortal struggle… an echo of all physical history, violently made to conform to the shape of the Abyss. It is because the Abyss represents evolution through hardship that those bound to it, too, evolve themselves.

 

Regarding: Stagnate Essence

 

The stagnation of Lifeforce, where it is cursed to no longer flow as it naturally should, is the product of the Abyss, and abruptly became an “illness” that afflicted the essence when the Abyss had manifested through sheer destruction of Aegis. Mass amounts of Lifeforce are often stagnated when a deep and moving tragedy strikes certain parts of the world, causing a blanket of darkness to be cast over the location. But when something specific is immediately stagnated by the hand of another, the experience is reviling -- it a pain like no other, only matched by one’s Lifeforce itself being drained.

 

Long had the new order of Resonant Knights, the Judges of Xion, believed that the spell was only able to be inflicted upon the living -- but frequent testing upon the undead showed otherwise. All things bearing Lifeforce flow, one way or another; both the living and the undying exist because Lifeforce flows through them, with the only difference being that an undead’s supply is greedily sacrificed to the Darkhollow within their spirit. Therefore, by denying an undead’s accumulated Lifeforce to feed their Darkhollow, they are able to inflict the same amount of suffering on them as living men.

 

Other variables also apply, as the Judges found out. The function of Stagnate Essence as a spell differentiates for Aengudaemonic creatures that do not run off of Lifeforce, but rather the willpower of their God. To use Stagnate Essence upon something like a Keeper or Augur does not subject them to the same suffering by stilling what Lifeforce they would have, but rather subjects them to this pain because the spell is giving their immortal forms a “shock”; they are, more or less, forced to experience the raw brunt of mortality again, whereupon a conflict is immediately made with their redesigned shape.

 

  • All types of Undead can now feel harm by being subjected to Stagnate Essence.
  • Aengudaemonic Entity-types, such as Keepers and Augurs or “nonliving” creatures, are also affected by the spell, but for alternative reasons.
  • Stagnate Essence remains as a power that only inflicts crippling pain, and not actual direct or permanent harm on others.
  • Lifeforce bearing beings that are either mortal or undead-oriented creatures with Lifeforce (ghouls, physically manifested spectrals, darkstalkers, liches) that exist based on a natural or unnatural flow of Lifeforce are effected because Stagnate Essence stills the flow of their essence, and therefore sends a detrimental "shock" into their being. If everything is suddenly, immediately forced to still inside of the victim, then they experience a negative bodily reaction (deep pain, numbness, and other minor/temporary effects based on where contact is held) that only goes as far as being able to put someone in a lot of immediate, short-last agony.
  • Nonmortal beings of Aengudaemonic origin experience the same kind of pain for "alternative" reasons that are moreso involved with the power of the Old Lords, which is known as Darkening. Darkening is either used to steal magical power from Aengudaemons to turn it into something "mortal", or afflict the Aengudaemons or their manifestations with a similar shock to their being where they are forced to feel what it means to be mortal, and because this conflicts with the fact their source or definition is based on the opposite of that, a traumatic conflict takes place and they experience pains, but not to a fatal degree. Stagnate Essence employs this effect for Aengudaemonic entities in a minor fashion.
  • Voidal or arcane constructs are not effected; only physically manifested undead, Aengudaemonic beings, and mortals.
  • To elaborate on "Aengudaemonic beings", the term is in reference to sub-entities that are at the whim of Aengudaemonic deities. For example - the now nonexistent Keepers, the Augurs, as well as non-Aengulic beings such as Iblees' undead and other Daemonic manifestations. Aengudaemons themselves can only be affected by Stagnate Essence, among other anti-deific spells, if they have manifested physically in the mortal world.

 

Regarding: The Rite of Subsumption

 

In order to draw out the Abyss within oneself, one must lower themselves to commit among the most basest of actions. The Rite of Subsumption, a ceremony based on creating Resonant Knights through sacrifice, is an act where a mortal must consume the flesh and life of a Soul-Shadow-bearing undead creature, such as a Ghoul. By doing this, the fragments of their lost spirit merge with the ritualist’s, wiping out all remnants of mortal brilliance and thus invoking the Abyss’ hold onto their soul. This incites Half-Undeath, and thus the Strength of the Abyss is born.

 

However, in order for the Rite of Subsumption to take its natural course, one learned in the ritual must be present to conduct it while the subject consumes the flesh and spirit of the undying. Those that are capable of conducting the Rite are also those that are able to take on new students, therefore becoming masters themselves.

 

  • At T4, a Resonant Knight may be taught how to conduct the Rite of Subsumption by another Knight that is able to teach others, therefore enabling the player to develop a TA for their character.

 

Regarding: Abyssfire

 

Within those bound to the lightless, screaming chasm is a black force of chaos best aligned with the nature of only one element: fire. Abyssfire is borne of the tumultuous darkness that culminates within a Resonant Knight’s center, said to be conjured as a result of one’s sustained ire and desire for vengeance. It is an essence fashioned from Stagnant Lifeforce suddenly spurned into furious movement, ignited through drawing one’s own blood. Abyssfire cannot be considered an actual primordial element, but rather a physical manifestation of mortalkind’s fury; and because it has no primal ties it does not bear elemental aspects such as temperature. It is, rather, a force of change; so while it is incapable of being spread like normal fire, it carries with it a strange, unearthly kinetic force behind it.

The utilization of Abyssfire is split into three types of uses: direct offense, enwreathing, and imbuement. Direct offense is limited in that Abyssfire can be conjured from one’s bleeding hand to be struck into one’s adversary or chosen target, yet only at an arm’s reach as it cannot be fashioned into projectiles. Enwreathing is to douse one’s weapon in Abyssfire much like one can light their weapon on fire with the use of oils; yet instead of burning the victimized, everyone and everything struck by an Abyssfire-enwreathed weapon experiences a greater weight behind each successful strike, as though a swordsman swung a mace at one’s chest the same time they moved to slice them. To imbue something with Abyssfire is to involve a ritualization to the false element’s conjuring, where something such as an Abyssal bonfire may be coaxed into combustion but with effects more alike a Resonant Knight’s ability to calm an undead being’s desire to feed instead of something as violent as warding or afflicting things.

 

Weapons covered in Abyssfire are not without deter, however, as the faux-element is prone to breaking something like a sword down until it is essentially unusable, dulled and cracked from merely one use of enwreathement. This is one Resonant Knights must be certain to carry several weapons on them if they are intending to make frequent use of the obscure power, such as Knights said to hail from a place known as Rh’hthore, who carry two swords upon the same belt.

 

Abyssfire is said to emit an unusual, moonlight-likened glow, yet the shadows it casts are claimed to be alike “deep holes in the earth” for how dark they are. Abyssfire’s use of both a weaponized spell and a means to create places of repose of those afflicted by undeath make it something of a sacred art to practice among more distant Resonant Knight chapters.

 

  • Abyssfire can be used directly, put on one’s weapon, or imbued.
  • Direct use of Abyssfire means a Resonant Knight must cut into the palm of their hand and cast it forth with a minimum of three emotes. The false element carries a kinetic force behind it, and thus the close-quarter impact of such a spell would be equated to being struck by a mace or a hammer.
  • Enwreathing a weapon, such as a sword, means the blade is given additional striking force behind it; it bears the same weight, yet when it strikes a surface the force of a heavy mace is outputted. This is cause for degradation in one’s weapons, however, as enwreathing a blade or any other mundane armament would result in it being in very poor or otherwise unuseable condition after the flame fades. An enwreathement is able to last throughout a battle, and cannot be doused by elemental or magical influences. Enwreathing takes three emotes as well.
  • Imbueing Abyssfire is a ritualized art that carries no extensively beneficial purpose other than for aesthetic or hallowed intention. A Resonant Knight, however, may light Abyssfire candles for a meditation chamber, light a bonfire of bones and dead things that emits a similar effect to Calm Darkhollow for undead creatures, or may be trapped in objects such as hollow gems or unoccupied phylacteries as a minor ensorcelling that carries miniscule, unremarkable effects.
  • Abyssfire is a T4 spell.

 

Regarding: Mortal Intervention

 

All Resonant Knights are attuned to the abyss, and, hence, bear some attunement to one another.  Because of the nature of the Resonant Knight’s stagnant lifeforce, it takes a much longer time for them to pass on to begin the regeneration process at a Lesser Seed or the Abyss.  Recently fallen Resonant Knights may subvert the death waiting period if a master Resonant Knight calls forth the lingering darkened soul of a fallen comrade through a resonant calling similar to that of the abyss.  By doing so, the knight is able to, in essence, “trick” the soul into returning to its body and bypass the time restraint in place for restoring a Knight to corporeal form by simply causing the regeneration process to take place in the damaged body with the result being heinous scarring of their mortal wounds.

 

This process is very cumbersome, requires complete focus, and instills a high amount of pain in the caster’s chest.  It may be performed once combat roleplay has ended, and only once per day for both the user and the recipient.  Normal death rules will apply, and this cannot prevent a PK.  It also cannot be done to a Resonant Knight who has used the Awaken Abyss ability, as that vessel has been damaged beyond repair.  Normal death rules pertaining to how memory and death work are in place, as well as the penalty to sanity that befalls a regenerated Knight.

 

  • Once per day, a T5 Resonant Knight may revive another Resonant Knight from death within the hour of the character’s demise, but only after the source of conflict has either relented or dispersed from the area.
  • Death rules apply, where the revived cannot recall the actual context that led to their death, and this cannot be used to reverse a Resonant Knight’s decided PK.
  • This cannot be considered as “healing”, as the revived Knight would sustain heavy scarring where their death-wound was mended, ensuring that they would be incapable of activities like combat throughout the following IRL day.
  • Psychological trauma is sustained by the revived, where their memory of the past begins to gradually fade with every time they are brought back, and where they become more and more influenced by the unstable forces that threaten the wellbeing of their mental state.
  • Revival through Mortal Intervention counts toward a T4 Knight’s progress toward inadvertent Forsworn affliction.

 

Chapter II:

Revival

 

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“The Lord I serve speaks rarely, but when he does, he says wise things. It is bizarre to see, from one so ancient and shrouded in undeath.”
“It is as they say, ‘death is only the beginning’, yes? If there was not some means to go beyond one’s limitations, then surely there would be no credence to the proverb.”
“No, no… not once had he told me that. When I asked the Lord of the Abyss why he is willing to endure what he is, he told me, ‘death is the enemy’.”

-- The First Among Dead Men to the lost Resonant Knight, Glineth.

 

Through the Abyss’ evolution, the Resonant Knights have come to change. With their souls anchored to the very earth, cursed to a fate where their souls cannot pass on to the next life, a system of revitalization has been shaped through the use of Abyssal Seeds after the current iteration of Resonant Knights realized that death itself could not be embraced by them, but rather by some means they had returned with fragments of their psyche damaged.

 

Death is harrowing. To those that cannot die, to fall time and time again break them down until their mind is a nexus of chaos, where they become no better than beasts with twisted instincts. For the Half-Undying, whose souls are fragments of the Abyss in their infancy, to die repeatedly means to quickly spiral them into unholy depths of ceaseless madness. Every time they experience death, whether by the hand of another or through more mundane means, a piece of their mind chips away, banished into nothingness.

 

It is not death that a Knight of the Abyss must fear during their darkest hour, but the mania that afflicts them after blood has long since spilled.

 

Regarding: Death and Revival

 

At default, a Resonant Knight’s soul is bound to the earth and cannot pass on. When slain, the spirit of the Knight is naturally inclined to be drawn to the far-away Abyss, where the living body of the Resonant Knight may reform overtime. Through sheer willpower, however, they may direct their spirit toward settling into the earth within the same land they died in to prevent being absent for so long. This is a system that depends on chance; therefore, every time a Resonant Knight is killed, they may either submit to their natural path or attempt to remain clung to the earth to reform in that land.

 

But through the designs of Abyss Seeds, a Resonant Knight’s soul may not need to take such risks. Abyss Seeds have been relegated to two variants through this evolution; Lessers, and Greaters. Lessers act as the communal “anchors” of a Resonant Knight chapter, while Greater Seeds act as the city-consuming fragments of the Abyss that can only exist at a certain number, lest the world is thrown into utter peril.

 

A Lesser Abyss Seed is created by a minimum of three Knights. One Knight must know how to create a Seed with “Spread Abyss”, but any others that assist do not. By creating a Lesser Seed in a specific location, that place is marked to be where a Knight reforms after being subject to death. Other Resonant Knights that join the chapter are able to bind themselves to that specific Seed as well.

 

  • When a Resonant Knight dies, they do not pass on like regular mortals, as their souls are bound to the earth. “Naturally”, their souls drift toward the Abyss so that they may reform inside it. This is a process that can possibly take up to a week, and adheres to a rolling system. When an RK dies, they must roll 10+ in order for their revival to take a day; if they get below 10, then their revival takes a week.
  • In order to skirt how much time it takes for a Resonant Knight to reform, communal properties have been added to the function of Lesser Abyss Seeds. A Knight chapter may create a Lesser Seed with a minimum of three individuals, with one of them needing to know the spell Spread Abyss. To bind oneself to a communal Lesser Seed drastically lessens death penalties for RKs, where there is no rolling risks involved, and only a day is required to regenerate. At this end, one may consider communal Abyss Seeds to be a collective “phylactery” for a chapter of Knights.
  • Lesser Abyss Seeds still retain the effects of regular Abyss Seeds, but do not reach as far. For example - a Lesser Abyss Seed would be able to blanket an entire citadel or castle, but a Greater Abyss Seed can cover an entire swathe of forest, a region, or a city.
  • The communal revival system does not prevent PKs, nor does it particularly make a Resonant Knight immortal.

 

Regarding: Greater Abyss Seeds

 

Though Lesser Seeds have been relegated to a communal revival role, Greater Abyss Seeds retain their original power with a clarified drawback. Hypothetically, countless Lesser Seeds may dot the map as long as there are enough Knight chapters to bind themselves to them, but a Greater Seed is capable of consuming such a large swathe of land overtime that a single chapter cannot be able to create more than two at maximum.

 

Though they dwell in far fewer number within the lesser variant, the expanse a Greater Abyss Seed covers may become home to shapeless entities known as “Roamers”, as dubbed by the Judges of Xion. These creatures are manifestations of negative mortal emotions and only awaken in places where the Abyss runs deep, and are known for causing deep unrest and psychological stress in those that they attempt to “possess”, or, rather afflict with their influences.

 

  • Greater Abyss Seeds can cover more land than Lessers, but cannot be used for communal revival purposes.
  • Three Resonant Knights are required to create one Greater Seed, with one having to need the spell Spread Abyss, and only two Greater Seeds can be made per Knight chapter.
  • There can only be one Lesser Abyss Seed per Resonant Knight commune.
  • There is no determined cap or Greater Seed maximum.
  • “Roamers”, or unseeable Abyssal entities, dwell the proximity of a Greater Seed’s reach, and thus make it a struggle for both Resonant Knights and more mundane individuals to either settle within the afflicted areas or to explore them.

 

Chapter III:

Ascension

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“We uphold notions of regality and restraint because to indulge in the raw nature of what we are bound to means to become something… other, than mortal.”

“Other? Do you speak of undeath? Madness?”

“I speak of Wraithdom; the end of our long road. We’ve a century to gain the strength needed to defy that fate, and should we succeed, we will only mean to pass the final trial set intended for mortalkind.”

-- The First Judge Alduous to his Brother-Judge, Sataric of Devirad.

 

With the rise of the Judges of Xion, the path of Wraithdom has been stripped of a majority of its deep obscurity. With the elaboration of their understanding, they have taken one step closer to discerning that to be a Wraith is not to lose oneself, but rather to become the Abyss itself as a test to see if they may reach the other side with their minds intact. The mantle that has been kept preserved by ancient tradition this whole time bore a far greater meaning than ever before believed; for the Wraithlords, those who bore the fortitude to lead their brothers in black, have been walking the same path as the Old Lords all along.

 

Regarding: Wraithlord Expansion

 

Bound to the path of the Old Lords of yore, the new-age Wraithlords rise with minds banished of their madness so that the wisdom of ancients may be channeled. Free of the torment derived from conjoining with the Abyss, the Wraithlords act as shepherds to their kind; ruling over them with a capacity of humanity.

 

  • Wraithlords inherit the ancient clarity of the Xionist prophets, the Old Lords. They are cured of Wraith madness.
  • One Wraithlord assumes control over an entire "covenant", which is comprised of five Wraiths, their leader being the fifth. At their whim, they may add and remove Wraiths as they please -- at the risk of losing the trust of their kin.
  • A Wraithlord can only create Wraiths from Resonant Knights afflicted with the status of Forsworn, but bear an advanced form of Calm Darkhollow that allow them to instill a simple clarity into their minds to make them receptive to direct concepts like taking orders, assuming tasks, and following trials. They cannot cure the curse of the Forsworn.
  • A Wraithlord can be created when an Foregone successfully completes the tribulations of the Four Shrines. A lone Foregone must assume the mantle of pilgrim and set out to meet the trials of the Four Lords by visiting their respective shrines settled across the lands, where upon reaching each of them, their tasks are made clear. Upon completing these daunting tribulations, they are cast of their mortal limitations yet cling onto their humanity, assuming the form of the Wraith, and the role of the Wraithlord.
  • If a Wraithlord becomes consistently inactive for two IRL months, they are deprived of their powers and the role is then relegated to another member of their respective covenant.
  • Only four Wraithlords may exist at one time.
  • A Wraithlord may only banish the member of their own covenant. Upon banishment, those Knights cannot return to Wraithdom.

 

Regarding: The Path of the Hollow

 

The Path of the Hollow is a fate destined for every Resonant Knight that struggles to reach the end of the century. It is the absolute moment that defines what they shall forever walk the world as; Man, or Beast. At the cusp of mastery in the Strength, a Resonant Knight must choose either to submit to the weight of the churning darkness within them, and submit to the influences that awaken the Abyss within, or to rise above their temptations and become the pinnacle of what it means to be mortal; a true master of the Strength.

 

However, as soon as the Path begins, there are forces that ever-urge the vigilant toward succumbing to the depths of dark within them. Through death, time and time again, a Resonant Knight may become a "Forsworn" against their very will; and thus be twisted in madness and darkness. It is only those that have risen higher than them that can strip these bastards of the Abyss of their unleashed shape, and restore them back to their sane status.

 

  • A T4, a Knight is presented with the choice to either become a Wraith through the assistance of a Wraithlord, or to rise to T5 while preventing the inadvertent transformation into "Forsworn" by avoiding repetitive demise.
  • By dying four (4) times in one IRL month, a T4 Resonant Knight is forced to suddenly and violently shift into a state of madness upon the sixth recorded demise. This forces their character to regress into a state of primal insanity and physical corruption, where their mind is reduced to that of a rabid beast's. At all times, the Abyss overflows from within them; inciting a constant sickness where they vomit ill black bile and suffer a darkening of the blood so deep that it blackens their veins and pales their flesh. To become Forsworn is to remain so forever, unless cured by a chosen Foregone chapter leader.
  • A Forsworn created through this manner can be brought back to sanity and health through a mastered Resonant Knight, or Foregone, through the use of a specific spell: Abyss' Judgement.
  • To become Forsworn is to take the first step toward achieving Wraithdom, as alternatively a Wraithlord is capable of instilling the Forsworn affliction within willing Resonant Knights newly attuned to the Path of the Hallowed. Just as Wraithlords are able to draw them into this vile, base state of being, however, they may also grant them a glimmer of clarity-- enabling these Knights through an advanced and exclusive use of the Calm Darkhollow spell to understand and comprehend orders, tasks, and trials they must receive and follow in order to earn Wraithdom.

 

Regarding: The Foregone

 

The Foregone are an advanced form of the Half-Undead that comprise Resonant Knight chapters who act as their designated leaders. By remaining vigilant through the Path of the Hallowed and resisting the beckoning of the Abyss’ madness, a Resonant Knight may rise to utmost mastery, where they may learn two spells regarded as sacred and timeless. The Foregone are those that demand respect among their ranks, for they have withstood both the tests of time, and the true nature of the mortal spirit.

 

Alongside being able to learn the spell “Mortal Intervention”, a Foregone may be granted the mantle of leadership by the will of their predecessor by learning a rite known as Abyss’ Judgement. With Abyss’ Judgement, several things may be achieved; the eradication of a Forsworn's curse brought by a fellow Knight’s repeated demise or Wraithlord's willing and the removal of a Resonant Knight’s Half-Undeath through the assistance of two other Knights.

 

  • The Foregone are T5 Resonant Knights capable of learning Mortal Intervention and Abyss’ Judgement.
  • They are Resonant Knights that have completed the Path of the Hallowed, and thus achieved immunity from Forsworn status.

 

Regarding: Abyss’ Judgement

 

Only those with the strength to become Foregone are those worthy to not only refine themselves, but force the Abyss within them to conform natural order. Through this, a Foregone may act as the leader of a Knight chapter, and thus choose who is fit to remain within the chapter and who is fated for banishment. These righteous leaders are known as "Foregone Lords", or for those privy to Xionist terminology, "Elder Lords".

 

  • Foregone Knights with Abyss’ Judgement are able to act as a Resonant Knight commune or chapter’s leader. They may strip the Strength of the Abyss from a Knight with the help of two other Knights, as well as revert a Resonant Knight of their Forsworn status if the Knight was turned through failing the Path of the Hollow.
  • A single Resonant Knight chapter may consist of five knights and one Foregone Lord who has learned Abyss' Judgement. A Foregone Lord is not restrained to ruling over his or her own flock, however, as their capacity to pull a Knight's powers away are broadened across all who bear the mantle of Resonant Knight. This demands cooperation between chapters, lest conflict brews.
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So after 6 months a knight no longer appears as a regular human, elf, etc? But instead a crippled/undead looking creature? 

Also, isnt all magic supposed to have a 3 emote minimum requirement? Whats with Abyssfire only being a 2 emote minimum? 

Good read though. I like the idea

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5 minutes ago, Cloakedsphere said:

So after 6 months a knight no longer appears as a regular human, elf, etc? But instead a crippled/undead looking creature? 

Also, isnt all magic supposed to have a 3 emote minimum requirement? Whats with Abyssfire only being a 2 emote minimum? 

Good read though. I like the idea

A knight becomes a worn-down, aged version of their former selves, essentially. Not exactly dead, but they have the look of really old people who are getting near that "I could probably die in my sleep tomorrow" stage of their life.


I was not aware of the 3 emote ruling. I'll be certain to alter that. Cheers.

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3 minutes ago, Swgrclan said:

A knight becomes a worn-down, aged version of their former selves, essentially. Not exactly dead, but they have the look of really old people who are getting near that "I could probably die in my sleep tomorrow" stage of their life.


I was not aware of the 3 emote ruling. I'll be certain to alter that. Cheers.

Im not sure if the 3 emote thing is an actual rule. Its just what I have heard from the magic team that most if not all magic is 3 emote minimum. I'd clarify with the magic moderators as I am no expert in magics! 

But it is a neat idea. Can undead individuals become a knight? 

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3 minutes ago, Cloakedsphere said:

Im not sure if the 3 emote thing is an actual rule. Its just what I have heard from the magic team that most if not all magic is 3 emote minimum. I'd clarify with the magic moderators as I am no expert in magics! 

But it is a neat idea. Can undead individuals become a knight? 


They cannot. Only mortal people.

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34 minutes ago, Sir K Andruske said:

If you aren’t weak to holy maybe you should be weak to voidal. Just for fun and stuff. 


It may be a little redundant to give them a Voidal weakness when they've the same capacity to die as everyone else, to be honest. 

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1 minute ago, Swgrclan said:


It may be a little redundant to give them a Voidal weakness when they've the same capacity to die as everyone else, to be honest. 

 True true. Tbh it was the name that sparked the mostly joking idea. Dissonance from the void for these Ressonant Knights!! #spooksgetnooks

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6 IRL months is only about 25 IG years by the way.
Abyssfire imbuement: BONFIRE DARK SOULS ???

Losing minds the more they die: HOLLOWS ???

What exactly is a Knight chapter btw? Is that somehow a descriptor for a certain number of Knights?

Why is this treating wraiths as if it's something people are going to want to avoid? Isn't it mainly an endgame form that (whether they admit it or not) people would want to be shooting for? I may have not fully understood but it's just what I discerned from how things were described.

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It's beautiful, I love what you did with the lore! +1 

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