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Shades of Arun'Asna [Rewrite]

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*It’s long and similiar to the last rewrite with needed changes and additions, a TLDR will be at the bottom in a spoiler.*


  • Corrupted: The aspect of the Soul which has been made darker by the Shade Parasite.

  • Host: The Original Soul.

  • Shade: The undivine Parasite which latched upon the Original Soul.

  • Amber: A state of Corrupted Mana which is utilised and created by the Parasite.

  • Arun’Asna: The anarchic force that empowers and binds the curse of a Shade.

  • Shade Father: A Shade that has learned how to manipulate and replicate their own parasite within.

  • Amber Manipulation: The process of using Amber to create manifestations of objects.

  • Imbuement: The process of infusing Amber into something in a non-physical form (spells, mana pools).

  • Imbued Object: An object which has been imbued by the corrupted state of mana.







A great devilry brought forth in the time of Aegis -  its very essence a corrupting twisting destroyer of all normalcy in the souls of those befallen - came, as all great evil does, from the principal chaos of our world, the Archdaemon Iblees.


During this age of darkness and strife many fought against the Archdaemon and his forces, spewing a deep hatred and zealous denial towards him and the chaos he sowed. A fair few, however, were deemed worthy of passing by his ire and were therefore brought forth to serve among his undead legions. One select soul, however, was chosen above all others, that of the Elf, Rilath Ilwindor, who became the first malign, the first Shade. What became of his soul was a unrecognizable ulterior to that which is norm. What was once a platform of untainted emotion became a dreadful hellscape of desolation and darkness. And yet Rilath, unlike all who would follow in his footsteps, never fell to the clutches of insanity of the Parasite for his mind was unable to resist its control.His consciousness was forever suppressed by the will of the creature within him, and so was born a powerful agent, a once-faithful servant of Iblees.


Rilath went forth into the world a being elevated beyond that of his former self. The creature which now walked among men hid a great stiring evil within him that desired to spread its being among those worthy of its curse. To achieve this end an artifact of indiscernible power was brought into existence, birthed of the Archdaemon and known as the Shade Gem. This stygian stone was an amalgamation manifesting chaos and anger, bringing along the knowledge of creation of creatures infused with such destructive emotions. Using this artifact Rilath was taught to birth new Shades, bringing together the first Coven and all the while loosening Iblees’ influence over the Shades. Their autonomy in growth and direction was indubitable with the power to spread independent of Iblees. Too was born among the churning evil of the gem, the trapped Mother, Arun’Asna, a gathering of the warring emotions within, a whole greater than its parts.




As time went on Arun’Asna lay within the first shade gem, and every gem created thereafter, her essence split between each gem acting as the conduit through which all new Shades are born and ushered beyond the limitations of their initial birth. The stagnancy of this life became an unbearable force perpetually eating away at Arun’Asna, her desire to ascend to something greater was a great impetus, known and demanding action. The offspring of chaos, a child indirect of the Lord Daemon, her ambition knew few bounds and her yearning for anarchic repute rejected permiancy to her state. The ample power of the Forebearers was beyond understanding for most, and yet was understood perfectly to her. The Daevas knew few blockades in their work, mundane or magical. Knowing one great sacrifice was all required to elevate her state of being; She recalled the gifted power and snapped the connection between her and her forbearing children, thus ushering the Shades into a new era. With this restored power, Arun’Asna stepped forth and ameliorated herself from the prison of the gems, bringing her being into one omnipresent before all Shades, now freed fully from the cage of stagnancy she had been born into.


As consequence for her actions those who once knew themselves as her chosen, the Forebearers, were returned to the nightmarish existence they had once freed themselves from, knowing not if they would one day return to their thrones. The rush of voices, the return of the call for evil and never ending chaos came upon them like a great tidal wave, quite suddenly returning them to the true insanity of Shadedom. All were made equal beneath the watchful eye of the ascended Arun’Asna, unchained Mother of all Shades. She heralded her children to unity. Her voice echoed across the cords that formed the web intertwining the gems and Shades. Her children and their Fathers were gifted a clear path forward. So were set in stone the tenants serving to weed out all poor fools who believed themselves free of directive. Arun’Asna sought obedience, for with the newfound nonexistence of Daeva she desired to keep the order they had once enforced, bringing such responsibility unto herself for the Fathers of the shades to carry out, stripping any reprobate children of their curse for their Parasites to be called back into the gem from which they came ensuing their annihilation.






-- Arun’Asna, the Mother of Shades --

The Harbinger of Tenebrous, the disembodied source of power and desolation of the Shade parasite. All Shade Gems link to Arun’Asna who purloined such responsibility and power into herself from what was previously uncontrolled churning chaos birthed by Iblees. The Shade Gems act as the conduit through which Arun’Asna beckons and acts. However, if a Shade Gem were to be destroyed, it would not mean the end of those connected to Arun’Asna, nor would it mean a debilitation of a Shade’s ability to utilize the boon. Any created Shade Gem allows for the full fledged connection of a new Shade to Arun’Asna regardless of through which gem this connection was formed, as well as the removal of a Shade parasite from the soul. The Shade Gems are not ultimately vital to the existence of the Shade curse as they serve but to allow Shades to ascend to the post of Shade Father and to broadcast to those afflicted with the Shade curse, an ability reserved for the Shade Fathers that effectively lets a message resonate within the minds of the Shades.



Guides and Redlines

  • Any formed Shade Gem acts as a conduit through which Shades ascend to the post of Shade Father, requiring a Shade to be connected to the Gem and through the Gem to Arun’Asna to ascend beyond tier three at which they are locked if they are not connected.

  • Arun’Asna is a sentient entity who communicates through her gems to all connected on extraordinarily rare cases. Her existence is something that must be explained ICly to new Shades as it does not come innately. While Shades may feel her presence they do not immediately understand it. Even Shade Fathers do not completely know who she is. If a player is removed or temporarily stripped of Shade magic OOCly, such as due to a blacklist, ban, or inactivity, Arun’Asna acts as the lore reason for their temporary or permanent disconnection or Amber connection removal. Arun’Asna is not housed within the current, nor within any Shade Gem that exists. Instead they are like air. You can’t see it, but it’s there.




Shade Gem

A Shade Gem is vital to the long-term well being of a Shade Coven. While the destruction of one will not surely spell out doom for those connected through it, it will hamper some of its benefits. The main purpose of a Shade Gem is connecting newly formed or Half-Formed Shades to Arun’Asna entirely, with the Half-Formed Shade parasite acting as a “trial” of the sorts with a neutered growth and skillset of a regular Shade. Furthermore, a Shade Gem can be used to send a message to all Shades, but only if the one doing so is a Shade Father. A Shade Gem can be moved by any Shade Father The Shade Gem automatically corrupts mana en masse around itself in a spherical radius into Amber, and rends control of this to protect itself if need be. If a Shade, Shade Father, is close to a Gem, the effects can be either beneficial or counterproductive. Any distance less than five meters in any direction results in the Shade’s Amber slowly seeping to the Gem, weakening the Shade’s control and ability to manipulate Amber. Additionally, within this range Amber cannot be claimed to be controlled. However, past this distance up to twenty-five meters away the Shade and Shade Father experiences slightly more ease in controlling and converting Amber, with the closest and furthest expanses of this distance having a twenty percent increase in efficiency, while right in the middle of this “sweet spot” the Shade will experience up to double the usual ability and ease when casting Shade magic. However this is not an excuse to carry a Shade Gem around constantly to buff magic, but rather to make protecting one of these rare objects significantly easier given the heavy implications it holds in the magic. Finally, Shade Gems are formed when an imploded void node forms a substance known as ‘Ore’, which then must be corrupted with Amber by four Shade Fathers. Given the rarity of the substance, this process may be difficult to complete if not near impossible.


Guides and Redlines



  • To connect a half-formed Shade to a Gem a Shade Father (a shade with an accepted TA) must pull some of the amber infused into the Gem and unite it with the shade’s Parasite. This process takes three detailed emotes, one to pull the amber free, one to force the amber into the Shade and one for the Parasite to unite with the amber from the Gem.

  • Shade Gems can be formed by four Shade Fathers, It can be lower if it’s a problem such as blacklists, bans, inactivity, etc,  which the LT will have to give a verdict on.

  • Shade Gems are used to fully connect a Shade that is “Half-Formed” to Arun’Asna, letting the parasite grow to its full potential.

  • Shade Gems corrupt mana around them into Amber passively.

  • Shade Gems can be used as mass messaging systems, although this is not to be abused.

  • A Shade Gem needs an MArt made to prove proof of knowledge on them, proof of creation, and documentation purposes. The current item for the Shade Gem is to be removed and remade in the passing of this lore. Any previous iterations of the Shade Gem are to be handled similarly.

  • The Gem cannot be consistently carried, and must be stowed away in a secure location due to its mind-affecting properties.

    • If a Shade comes into contact with or within five meters of a Shade Gem, that is not a Shade Father doing so with the intent of moving it, the gem will start to drain their Amber, stripping the Shade entirely in ten emotes. If fully drained it will require one IRL week of time to pass for the Shade to regenerate their lost amber. During this period their casting will be severely hindered, brought down to that like a Tier 1 Shade.

    • If a non-Shade comes into contact with or within five meters of a Shade Gem it will start to corrupt their mana at an accelerated rate, corrupting the entirety of their mana in only three emotes. The effects of the curse brought on by this quickened and servere corruption of mana is extremely tormenting for the non-Shade affected. They will be plagued with nightmares, voices and dark or evil thoughts on a constant basis leaving them often exhausted and lethargic. If a non-shade remains within five meters of a Shade Gem in excess of ten emotes the mental and physical trauma brought on by the boosted amber growth and effects will cause them to go into cardiac arrest, almost assuredly leading to death.

  • Movement of the shade gem requires one Shade Father to move/hold and cannot be maintained for more than one ooc hour without a substantial break.

  • The Shade Gem CANNOT be kept in an enderchest or any non-accessible area. Doors, secret, locked, or otherwise, are an exception to this rule.

  • Two or more Shade Gems can be kept in a close vicinity to one another so long as they are not within the amber-seeping range. Their amber-boosting effects do not increase with multiple Gems nearby a casting Shade.

  • A Shade Gem’s destruction, while troublesome, is not to be immediately met with the disconnection of all connected Shades. Instead, only new fully fledged Shades can not be produced, nor can the messaging aspect of the magic occur.

  • If a Shade Gem is destroyed, the connected Shades and Shade Fathers will be automatically bound to the Shade Gem made most recent to the destroyed one.

    • If no Gem exists, then a new one must be forged by the remaining Shade Fathers

  • Only three (3) Shade Gems can exist at once that function. However, spare gems can be prepared in case one of the preceding three are destroyed.

  • The Gem is as durable and dense as diamond and is as big as an average human fist.








The Parasite of Rancour is a being of raw Amber essence which comes to life within the soul and body of one afflicted with the Shade curse when one is bound to Arun’asna. In almost all respects the same as the affliction upon the soul, the key difference lies in an innate physical presence within the host, not one that can be quantified, but one that can be qualified. Blood courses through a man’s veins, yet the drops cannot be counted; such is the existence of the Parasite of Rancour. Comparing where this existence of Amber within a host begins and ends is akin to marking where the oceans meet the shores. It has end, yet to determine such is foolishness. Rather it is understood and agreed upon that while marking this spot is nigh impossible, it exists all the same. Such is the Parasite of Rancour, the physical embodiment of a Shade within the form of its host. It is this being that allows for Amber to be materialized from a mere concept of mana into a physical tenebrific substance, and it is this substance that gives birth to almost all of the abilities that one afflicted with a Shade may come to bear, but all things have its beginnings, and all things must first be raised…


Due to the parasite being attached to the host, the creature was able to feast upon the man or woman’s mana pool, letting its Amber convert the natural substance into more of the black potent ichor-like material. This allowed the host to use the Amber to their benefit and for the Shade to remain healthy. Yet, at the same time the Parasite latches its being to the soul of the host, corrupting the inherent nature of the man or woman and uses the host’s soul to influence the being in different ways.


Guides and Redlines

  • The Parasite of Rancour is not a fully separate entity from the Shade parasite, but rather just a name to label the existence of physically manifested Amber within a Host afflicted with the curse.

  • This existence of Amber is what allows a Shade to corrupt more mana into Amber, and what allows a Shade to determine the quantity of Amber which will be physically manifested,

  • This semi-physical presence of the Shade within the host also allows for abilities such as Remedial Healing and Ambercrafting to be possible, as it effectively links a Host and a Host’s Amber supply.

  • To clarify, the Parasite of Rancour is not its own unique entity with an agenda separate from that of the Shade parasite and the host. Rather it is a clarifying term to describe a Shade parasite’s physical presence within a body as opposed to non-tangible presence within a soul.

  • The parasite does not begin fully grown, rather taking time to grow and acclimate to the host’s body. As a result, one with the Shade curse can not use any of the abilities whatsoever at first, and must not only learn but also be eligible to learn certain abilities over time.



-- Hatchling --

Throughout a Shade’s life, it grows through multiple stages of power. In the beginning of its life, the Shade is referred to as a hatchling. The hatchling is but a small parasite which has begun to grow on the soul itself of the Host, and the body begins to physically manifest small quantities of mana into Amber latent within the body, but none of this can be manipulated or used yet. The hatchling stage is considered the most painful stage of the process of shadedom. Due to the discomfort and pain the hatchling causes to the host, the person affected by the hatchling could experience multiple different issues with their body. Seizures, vomiting, mood swings, fainting, and minor hallucinations are not uncommon when a hatchling begins its growth process within a user. The hatchling has begun to grow and harness the users mana to create more amber, yet this amber is unuseable, only able to be drawn forth but not shaped into objects or used for the abilities of a common Shade.


-- Shade Child --

The Shade has begun to vastly expand and grow within the host, yet it’s still a novice at learning how to cooperate with the body it resides within. The host will become more tolerant of the parasite within, yet every so often the side effects of a growing parasite will occur. However, the continual growth will expand until the child has reached its full growth. The user is able to manipulate Amber with the proper training and practice until they’ve mastered the usage of Amber and all of its uses. It is also at this stage that the host becomes mentally unstable and all the negative effects come into full force once the Shade has grown to its maximum size upon the soul.


-- Shade Father --

The Shade Fathers are the ones whom have studied and learned about their parasite to the fullest extent. They’re able to instruct and transfuse new, growing Hosts and Shades. Their influence over those Shades beneath them holds great power. While the presence upon the soul is no stronger than a fully grown Shade, the ability for the host to utilize the parasite itself is greatly improved for those that have achieved this stage. As a result, this is not a stage naturally achieved over time, but also one achieved with great practice. Finally, one that has reached this stage can make a bastardized version of a Shade parasite on another’s soul.




Inferior Souls

Due to the intricate nature of the mind and spirit, the Shade curse does not affect all creatures equally or similarly. When the question of inferior souls - the souls of wolves, cats, parrots, or even snails - comes into play, the Shade curse affects such creatures and their souls differently.


First, creatures with inferior souls are able to be afflicted with the Shade curse. Despite this, this does not make the animal a hyper intelligent killing machine, but rather causes various behavioral and mental issues for the animal. Due to the chaotic nature of the Shade parasite most if not all animals will begin to suffer from the most horrendous effects of the curse, experiencing seizures, hallucinations, and other maladies. After the gestation period however, the parasite would be able to easily purloin command from the beast, effectively replacing the beast’s animalistic instincts with its own. This will make once loyal pet dogs quick to disobey their masters or tamed horses to buck and kick at their riders. However one ought to not misinterpret this significantly more violent nature to be newfound intelligence or understanding, as the Shade infected animal would still be limited to its significantly instinctual mental capacity. Because of the relatively weak willed spirit of the animal, it is very unlikely that once the Shade parasite domineers the being’s mind that the original soul will ever muster the strength to rise against and reclaim control of its form, not that the animal would know any better of what has transpired anyhow. The effects would be similar for animals that have their mana pools corrupted into Amber but not their souls. Unlike fully cursed animals though, the animal will not remain in such a state as the impure corrupted mana flakes away and is replenished quickly over time. As a result, a dog for instance may suffer a seizure and whimper in fear for an hour but then just as quickly return to normal.


As simple as it sounds, the challenge itself arrives when infesting an animal with a Shade parasite. While small animals are incredibly easy to contaminate with the curse, it gets significantly harder with larger animals. Horses and deer may struggle and try to flee, their instincts kicking in and sensing something is wrong with the corruption entering them. Even larger beasts, such as drakes and whales,  would most likely flee or fight back resiliently against either being infected with a Shade parasite or even having their mana pools corrupted. This makes any effort to wreak havoc with larger animals hardly worth the effort, especially given that the animal would soon act sporadically and may just as easily seek to kill the one that cursed them even more than before they were tainted. So this renders it pointless to purposely curse larger animals for the sake of havoc and destruction - unless the source of this in question quickly flees - as it’d be a challenging task with little reward.


In terms of abilities, an animal bearing the Shade curse does not exhibit anything remarkable as one with a superior soul may exhibit, such as forming tendrils with edged tips. However the animal does benefit minorly, as they will gain a minor form of remedial healing from any sickness or wounds they suffer. An example would be if a cat were to cut itself while fighting with another cat, the one burdened with the venerable demon would have faint traces of Amber close its wounds and begin to heal to a greater effect than if it were to heal naturally. However this ability is only so limited, as it is automatic and intrinsic to the creature when it is injured and can not be shut off for any purpose, giving away its true nature if the beast were to be injured. Furthermore, it will not stave off death, for most lethal wounds will be far too much for the parasite to remedy on its own.


For simplicity’s sake, plants are unable to bear a Shade parasite. Furthermore, corrupting the latent mana in a plant will not produce any ill effects for the plant aside from any Druii attempting to commune with it. If a Druid attempted to commune with an animal with a corrupted mana pool, they’d be able to notice the animal was in a great deal of distress and suffering, the effect only increasing depending on how much of the beast’s mana is corrupted. If it were the case where the animal was infected with the Shade parasite entirely, then the Druid would be unable to commune effectively with the beast given the disruptive nature of the parasite upon the soul. Instead, akin to a mind mage entering the mind of a Shade, the Druid would almost if not always be met with horrid visions and screams the animal was enduring. Deeper levels of communion would cause nightmarish inflections upon the Druid, the chance for reprieve slim if at all possible for the animal and attuned Druid during the Communion.


Guides and Redlines

  • Animals can have their mana pools corrupted, giving them effects akin to that of a Descendant with corrupted mana, but more fitting to the nature of animals.

  • Animals can be infected with a Shade parasite, although this parasite will as a result be significantly less intelligent and powerful than a Shade within a superior soul.

  • Beasts infected with a Shade curse will gain a limited, minor form of Remedial Healing from the abilities of a Shade.

  • An animal with Remedial Healing can only survive marginally larger wounds than normal and not die. A slit throat will still kill a dog, but a punctured abdomen may not.

  • Shaded animals cannot be tamed, trained, or otherwise utilized, making these mostly an ET tools.

  • Cursed an corrupted animals can be aided by any holy mage or blight healing druid.





Souls Housed Outside of the Body

For Wights, there are some minor differentiations for how a Shade parasite affects the creature. Given that the parasite is a blemish upon the soul, and the soul is not encased within the actual form of the being, but rather externally in phylacteries. As a result, any attempts to purge the Shade parasite from the soul can not be done on the moving form, but rather only on the phylactery. Additionally due to the already corrupt nature of these objects and the souls they hold, holy magics would first destroy and damage them rather than purge the Shade parasite. Thus, purging the parasite of a Wight is nigh impossible, as the creature would first be killed, then be “saved” from the curse. When the phylactery of one of these creatures is destroyed or otherwise ceases to exist, so does the Shade parasite appended to the soul of the victim due to the severely limited state of the Soul following the destruction of its home.


Wights will not gain any benefit from remedial healing due to the non-mortal nature of a wight’s physical form. When husked however, they can choose to replicate this ability if they actively will it, but it is more exerting as it is less innate in the Shade parasite’s nature since it will not default to this behavior. Finally, as for the residual physical Amber in these beings bodies it is ingrained within their form, be it draughted, husked, or their regular selves.


Guides and Redlines

  • Wights can both be made Shades as well as use Shade magic, but with different effects than non-wights.

  • Wights will have amber spread throughout their form or husk.

  • Wights still have the Remedial Healing ability at its basic state, but in a limited form.

  • Wights must have their phylacteries present in order to be fully afflicted with a Shade parasite, not just the mobile incarnate of the being.

  • Wights can only use Remedial Healing when husked, and must do so actively which diverts focus from other casting. Thus this is much less effective than a non-Wight Shade’s ability to use this passive ability.

  • To turn a Wight into a Shade, the Shade Father must have the phylactery present to imbue the parasite upon the soul. Furthermore, for those that have died, then have been resurrected and become a Wight, they must be re-Shaded as the parasite would not survive when the soul’s home dies.








Amber Conversion

The conversion of Mana is the process of corrupting the mana inside, and outside, of one’s own mana pool to convert into Amber. The Parasitical Creature ensures that the corruption of the internal pool is a constant, and passive ability which enables the Host to draw from the power within; However, the corruption of Mana occurs when Amber comes into contact with it. Like a virus, the corruption spreads and infects. If this comes into contact with another entity, the organism of conversion will feel an impending sense of doom, dread, and fear, as their mana finds itself corrupted.  - With the organism suffering from the latent Mana Corruption, the Amber produced may be further utilised by the Parasite, or the Host, as an extension of their preexisting pool of Amber.


Should the malign creature corrupt another entity, their mana pool will also begin to taint and change into that of Amber; a further resource for the Shade to draw from. As the Parasite ceases in its corruption of another’s mana, the corrupted essence may remain within the target, however the clean soul will simply reject the tainted Amber and burn it away into dark flakes over time to replenish its harmless, normal mana. - Manifested markings of darkness may remain on the skin, though this is purely aesthetic. For inanimate objects, or inorganic sources of mana, Amber will remain within or upon the object, leaving darkened patterns, protrusions, or other aesthetic alterations to the object in question.


Guides and Redlines

  • The process of converting another’s amber is lengthy and difficult. Firstly, the shade must draw from within themselves a constant stream of their own pure amber to be forced into the mana pool of the individual they seek to convert. Pulling forth the amber and starting the stream into the affected individual takes two emotes. From here on out each emote thereafter corrupts a portion of the individual’s pool, requiring five total additional emotes to corrupt the entire pool. Due to the painful and dread-inducing effects of conversion the sudden wash of discomfort makes rising out of unconsciousness easier for the affected individual during this process.

    • To clarify: After the two emotes to start the process, one additional emote corrupts an IRL days of mana. Two corrupts two IRL days of mana. Three corrupts four IRL days of mana. Four corrupts six IRL days of mana. And five corrupts an IRL week of mana, the individual’s entire pool. This process is very physically and mentally taxing for the shade, especially if they aim to corrupt someone’s entire pool. Naturally purging the amber on one’s pool takes IRL time equal to the amount of amber affected. For example, two days worth of corrupted mana takes two IRL days to purge from the time the process ends.

  • The Shade passively internally converts their own Mana Pool, this enables them to innately draw from this in spells listed below.

  • Mana Gems, Obelisks, and other inorganic sources of mana can be corrupted and converted into Amber to draw from following the above explained system, such objects requiring five emotes of corrupting following the two to start the process to totally corrupt.

  • Anyone who comes into contact with Amber will feel a sensation of dread. - This includes other Shades.

  • Due to the Shade innately converting Mana the Amber touches, Spectral beings are susceptible to Manipulated Amber, albeit to a lesser capacity as Aurum or their other weaknesses.

  • For a shade to remove the corrupted amber from an affected individual or object it takes three emotes regardless of the amount of the pool that is corrupted unless the entire pool is corrupted in which case it requires four emotes.

  • The organic target of mana conversion does not gain or inherit Shadedom.

  • Blemishes on the skin, or on objects, following corruption are purely aesthetic and cannot be used for anything of a practical purpose.

  • Due to the corrupted mana pool, any spell cast from The Shade, or the corrupted organism, will be innately chaotic and slightly difficult to control. (Note: Not impossible to control, but difficult.)

  • Also due to the corrupted mana pool, a non-Shade’s spells can possibly come out imbued with Amber as if a Shade were casting the spell. However this is situational, and will only last for the duration of the mana corrupted within them remains present.

  • Corrupted spells are not inherently more powerful, and cannot go beyond the effects or redlines of that particular magic.

  • A sense of dread and horror will settle in on anyone that is not a Shade that has their mana pool corrupted. This feeling is potent, and cannot be shrugged off in any circumstance, even otherwise dark or warped creatures would acknowledge this foreign blight. This will last as long as Amber remains within their system.



Emote Count Guide



Requires Three Emotes at a minimum

>Tell >Pull amber out of self >Amber goes into the person or object.


The Shade Father would glance to the man shackled to the wall, taking a few small steps towards him while the veins along his arms darken along with his complexion.


He extends his hand out towards the bound man, a dark blob of smog appearing in the palm of his hand as it eventually makes contact with his flesh.


The man would feel a horrible sensation overtake him as his mana gets slowly corrupted by the amber, surely giving him nightmares and a bad feeling for the duration of the day.





Amber Manipulation

In order to aptly control the converted Amber within their pools, the Shades possess the ability to manipulate the corrupted mana within them. Manipulation of Amber may come in many forms, though in it’s more rudimentary and basic form allows the Host to create shapes, objects, and limb-like extensions which serve as a tool, or a weapon for the malignant creature. Through practice, the nature of Amber Manipulation can become almost like second nature, as though the corrupted Mana is part of their very body and are simply controlling it through muscle memory. Akin to the Voidal Art of Arcane Evocation, the Manipulation of Amber can very much be maintained in much the same way, albeit it holds a specific caveat; The controlled Amber must be connected to the Host in some physical fashion. Manipulated Amber can take on three physical states:  Solid, Liquid, and Gas, and can be controlled in many imaginative ways. Left freeform to the user, the blackened substance’s density and temperature may also be manipulated.


While the Amber may be manipulated with second nature, this does not inherently make it easy or quick to do so. Manipulating corrupted Mana takes time and focus. Controlling Amber from a distance will prove physically strenuous to the Host, and should their focus be lost or physical connection to the Amber be severed,  the corrupted essence will simply flake away into black flakes unless it is quickly reclaimed through physical contact. - While its density may be altered, manifestations of Amber are not indestructible and are weak and susceptible to any material which affects spectral beings and normal tools.


Guides and Redlines

  • The Shade/Host is able to manipulate corrupted Mana in the form of Amber in a freeform method akin to how Arcanists manipulate Arcane Wisps.

  • Formations such as tools, weapons, or objects are able to be created from this abhorrent corruption.

  • Due to the Manipulated Amber being an extension of the Host’s body, line of sight and mobility are not required to cast.

  • Shades are able to create an interesting array of objects from furniture, tools, sharpened points at the ends of their arms, or slippery surface on the floor which holds hardly any friction.

  • A Shade may manipulate Amber in a Solid, Gaseous, and Liquid state.

  • The Host may alter the temperature, density, and shape of their Manipulated Amber.

  • While being injured and losing focus may lessen their control over the caster’s Amber, it will not cause it to disappear or cease control entirely.

  • A Shade must emote a ‘tell’ when manipulating Amber. This can be anything from blackening of the skin, sullen eyes, darkened veins, or the typical ‘black eyes’. Anything can go in terms of a tell.

  • Any creation of Amber must be connected physically to the Shade, lest they simply flake into blackness unless control is seized. (First redline in Conversion of Mana).

  • Mana is needed to manipulate Amber. As a result, while constructs denser than iron are possible, they are not feasibly done in large amounts as the amount of Amber needed to form such a dense construct and mana required becomes increasingly more difficult. Manipulated Amber has a density limit of steel, although you’d be able to hold the construct for as long as you’d want, costing only mana to do so.

  • Any Manipulated Solid Amber may only go up to 55°C and down to -65°C and can cause second degree burns/frostbite after a minute of direct contact. This is enough to cause damage from sheer exposure but not enough to cause lasting damage instantly, Additionally, maintaining these temperatures grows increasingly difficult, making it practically impossible to maintain any manipulation for more than two minutes, or 10 emotes.

  • Any Manipulated Liquid/Gas may cause second degree burns/frostbite faster if at this temperature.

  • Due to the Manipulated Amber being an extension of the Host’s body, usage of Amber is akin to physical exercise and can grow exhausting.

  • Amber can not be effectively manipulated past 20 meters.

  • Manipulated Amber may only be as malleable as it’s properties allow; A craft as dense as iron may not be flexed like rubber.

  • It takes time and energy to funnel Amber into a more dense creation, and more corrupted mana will be used in the process.

  • When Amber is affected by the above, it simply goes limp and loses all control. If severed, it will flake away slowly.

  • When manipulating Amber in its Gaseous and Liquid forms, it will only contain the same amount of mass it would in its Solid state. It’s properties may be manipulated in the same way.



Amber Manipulation Limits

  • At Tiers 1 to 2, the strength of Amber Manipulation is slightly weaker than a fully grown human in terms of grabbing, throwing, stabbing, and other motions. Density control is limited to the density of stone for Tiers 1 and 2.

    • Tier 1 “max” tendrils - 1

    • Tier 2 “max” tendrils - 2

  • At Tiers 3 and 4, this strength is increased to that of a regular fully grown human with the maximum number of tendrils possible, or slightly stronger than a human with one less tendril. Density control is increased to the regular restrictions, being the limitation of iron.

    • Tier 3 “max” tendrils - 2

    • Tier 4 “max” tendrils - 3

  • At Tier 5, this strength is increased to slightly stronger than a human’s arm for the maximum number of tendrils, slightly weaker than an orc with one less than the maximum, or as strong as an orc with half the maximum. With just one tendril, the strength can be as strong as an olog arm.

    • Tier 5 “max” tendrils - 4

  • *Note: The “max” # of tendrils is not a maximum on how many tendrils can be made, but rather how many can be made without weakening the control over density or strength of each tendril.

    • A “tendril” is a mass of Amber with the flexibility/strength of rope and muscle around ten (10) meters in length. The last two meters can be as dense as iron/steel depending on tier and number of tendrils.

  • While these are general guidelines, they are not the final law for Amber manipulation. Other factors can affect the limits here, including proximity to a Shade Gem, a takeover, or some other external factor.

  • Amber manipulation is by definition free form, and the tendrils shades are so well known for serve as a baseline for defining strength. Other forms of manipulation are possible within these bounds, but, the higher tier you are makes it easier to control.





Amber Crafting

For those more well versed in corrupting mana and imbuing objects with Amber, a skill known as Ambercrafting becomes available to prospecting Shades. Put simply, Ambercrafting is materializing Amber and forming structures with it, whether it is something small like a stool, or something of more considerable size like a table or wall. In order to make abnormally large structures though, the additional effort of more Shades or corrupted mana from an obelisk for instance is required. Furthermore, these structures will provide no other benefit to a Shade, as they will no longer be moldable or reclaimable into their Amber pool after they are formed, making these structures slightly anomalous in their existence and creation. In short, Amber Crafting allows Shades to produce structures, furniture, and other similar things with a very literal dark and dreary aesthetic with not much other practical use, unless the intention is to scare.


Guides and Redlines



  • Shades can create Ambrific structures assuming they have enough Amber or assistance to do so.

  • Structures can be small like stools and benches, or large like walls and bridges.

  • Larger structures MUST have an appropriate “fuel source” such as a mana obelisk or close proximity to a Shade Gem.

  • Ambercrafted terrain will not provide any combat or utilitarian benefit, such as attacking foes or performing household tasks.

  • If the source of Amber for a structure is from a mana obelisk or gem, then if the corrupted mana in the source runs out the Ambercraft will begin to wither and flake away.

  • These structures will only be as strong as the Host would intend to make them, the limitation of which being steel.






Caliginous Healing. Passive.

When one is afflicted with the parasite, the Shade does its best to ensure the physical well being of the Host. The Amber within the Host wards off disease and other biological miasmas, rendering the Host difficult to strike ill. Furthermore, the Shade and Amber will do its best to ensure the Host’s life is not jeopardized, be it either from another or the Host themselves seeking death. If the Host is harmed, the Shade will offer a very minor healing factor, albeit this is not done through ordinary healing and regrowth where needed, but rather done by Amber attempting to clot off and seal any wounds. For example, if the Host were to be stabbed in the leg, they would bleed regularly and heal regularly, nothing extraordinary occurring to stop such. However, Amber will flow to the wounded area and do its best to fill in any gaps in the flesh and body, not healing it but rather preventing further blood loss and damage. Furthermore, this healing factor is not going to save somebody that is going to die unless the Host immediately seeks further medical assistance, such as a trained surgeon or skilled alchemist that has some sort of healing salve. So if a Host is stabbed in the neck, the Shade will not be able to save them alone, but instead only ward off the inevitable for some time. In turn, one afflicted with a Shade is unable to be healed efficiently by various holy mages due to the unholy, dark nature of the Shade parasite. If a wounded person afflicted with the parasite sought out a cleric to heal a stab wound to their leg, not only would the process be much more slow and inefficient, taking at least three times as long to heal, but it’d also be horribly painful to the Host, to the point they might as well just let the wound heal on their own, assuming it is a non-lethal injury. Finally, the Host will automatically heal unless willed otherwise as to avoid exposing their curse. However if a Host chooses to negate their ability and dies as a result, such as a stab wound to the neck that could be saved if the ability is allowed, death in this case would constitute a willing one, and either the Shade will take over and force the ability to enable, or the Host would technically die of suicide.


In addition to this ability, the Host will also be automatically taken over by the Shade parasite if they were to fall unconscious, although this wouldn’t be a takeover in the usual use of the word. Rather this is done as a security measure, in which the Shade parasite can speed up the process of regaining consciousness and will act to ensure the Host’s safety following this scenario. Upon ending whatever dangerous scenario they were in, the Host can easily resume control over the body, often with little resistance from the Shade in these cases. This is one of the few times a Host and Shade will ever truly cooperate, as it is a matter of best interests for the parasite and host.


Guides and Redlines



  • The Shade/Host will passively have Amber go to protect the Host from suffering from illness or blood loss, acting like a bandaging system of the sorts.

  • The Shade will provide the Amber for this ability from the mana pool of the host, meaning if the Host’s mana were expended or none was converted to Amber this ability would be either weakened or entirely unusable.

  • This ability can be useful to a Shade if they receive less severe injuries, as in and out of combat they’d effectively have a self-defense system of the sorts.

  • If a Shade is rendered unconscious for whatever reason, and the host knew they were in danger last before passing out, the parasite can brute-force the body into awakening in order to do what it deems best for survival.

  • Over time, a Shade can begin to fine tune the use of this ability more, either letting it act freely or not occur at will.

  • While Shades are resistant to most illnesses, they also have some resistance to alcohol, drugs and things alike.


    If the amber is over a wound that isn’t too major it will slowly stitch it together to heal the wound overtime, although the wound can be opened back up quite easily if not given time to recuperate.
  • This will not save the life of a Shade that would die from wounds of a severe nature, such as damage to the brain, heart, lungs, or other vital organs. If anything it will stave death off for a bit, making the process more torturous.

  • This will also not save the life of a Shade with wounds that could be healed with intense care and skill, but will still rather simply stave death off to perhaps allow the Shade to find one that can heal them. Examples of these injuries are massive blood loss or other severe wounds of a lethal, yet non-immediate nature.

  • A Shade rendered unconscious will not instantly regain consciousness, but rather will have an expedited time when doing so.

  • Holy magics healing the Shade would be three times less effective, needing either three times as much energy from the healer or one-third the efficiency of healing.

  • Holy magic healing would cause immense pain to the Shade.

  • At first, a Shade is unable to prevent this ability from automatically occurring, making the first few injuries for a newly formed Shade dangerous to have occuring in a public setting, as it could reveal their true nature.





Caliginous Healing. Active.

When a Shade further acclimates to its host, and the host begins to learn how to further manipulate Amber, the Shade can then begin to do a form of healing upon others, although not in the traditional sense. Instead of holy lights closing wounds or needles sewing flesh shut, an experienced Shade can force their Amber into another’s flesh to clot wounds, seal up holes in the flesh, or do other rudimentary surgical procedures without the need of tools, potions, or other medical devices. This is done by corrupting a small portion of the victim’s mana, but leaving the Amber the Shade formed severed off onto the victim’s wound or wounds, effectively sealing off the wounds and giving it a small pool of Amber to draw from as the wound heals. While it can not be used to prevent death, such as from a decapitated head, it can be used to shut wounds, hold broken bones in place, and other similar aspects. However this is offset mostly by two things: One, the Shade must know how to manipulate one’s own Amber to a fine extent to achieve this, including knowledge of controlling Remedial Healing, and two, the victim will have a dark, twisted discoloration around where the applied Amber is, as well as suffering from the maladies of a Shade curse to a much lesser degree. So while it is definitely by no means a replacement for a holy mage’s healing or a skilled surgeon, those of dark afflictions can go to those with a Shade for rudimentary medical care.


Guides and Redlines



  • This gives Shades an ability to use their Amber as more than just a tool to kill and more of a tool to either genuinely help another or perhaps goad them into a false sense of trust and reliance.

  • While not able to stave off death and fix serious injuries such as damaged organs, things like bandaging and setting bones can be replicated with this ability.

  • A Shade must fully understand how to control the ability Remedial Healing listed above before being able to perform this on themselves or others.

  • It is practically impossible to ignore the downsides of this healing, being the discoloration, the minor version of the downsides of having a Shade parasite, and that the Amber will begin to flake away over time if a portion of the mana pool isn’t converted to “fuel” these basic remedies.

  • Any holy mages seeking to heal somebody already “treated” with this method would first have to purge the Amber, then deal with any other injuries, adding to the difficulty of later adjustments to treatment.

  • Those besides the Shade do not benefit from things such as resistance to illness or staving off unconsciousness as listed in Remedial Healing.

  • Due to the unnatural method of “Healing,” this causes a fair bit of pain at the area this is used on. Akin to being stitched up by a needle and thread, the Amber effectively does a similar thing to this, causing the pain.






Resistance to Mental Intrusion

As the parasite ravages at the mind and soul of its Host, there rests a light amongst the darkness -- of course in a purely metaphorical sense. If a Mental mage were to attempt to enter the mind of one afflicted with a Shade parasite, the intruding mage would near instantly be overwhelmed by the torment occurring in the mind of the Shade, if not worse for the fact the individual can not acclimate to the parasite’s horrors over time as the Host has. While this will not hold back every single last mentalist, many can rely safely on just the Shade’s counterattack on the mental mage to ward off intruders of the mind. However, if this safeguard were to fail then the job of protecting one’s mind would fall entirely upon the shoulders of the Host, having to rely on other techniques to fend off the mentalist.


Guides and Redlines



  • Shades have an automatic defense against Mental mages trying to enter their minds, with near impenetrability for Mental Mages practicing for small amounts of time and at the beginning of their practice.

  • Even higher tiered Mental mages will have considerable struggle entering the Shade’s mind, as not only must they cope with the normal harrows of the parasite but as well the parasite’s own desire to hamper the invader.

  • This is not a one-hundred percent safeguard from mental magic, it will only hamper mental attacks to around half efficiency, assuming both the mentalist and Shade share similar developmental skill and time.

  • This is not a toggleable ability, so even friendly minds attempting to enter will face these obstacles, although the Host may attempt to make this process slightly easier.






Ambered Weaponry

Ambered weaponry is the art of manifesting a weapon into reality through the process of manipulating one’s Amber into an object of his/her choosing. Amber itself is at its pinnacle of strength when connected directly to the Shade manipulating it, and this is the extreme of controlling shape and density of Amber. As a result, the ability to shape Ambered weaponry is only available when the weapon is in direct contact with the Shade that is using the skill. Amber weaponry is a more structured form of Amber manipulation and is more taxing on the user due to the concentration and amount of amber being brought forth from the individual manifesting the weapon. In order for a Shade to shape and control their Amber in such a fine way, two things must first be achieved. First, the Shade parasite must be fairly matured, as the level of manipulation would be too strenuous on the parasite and host. Second, the Shade must also sacrifice the ability to learn and utilize a few other various arts in place of this ability. As a result of both the dedication to mastering one’s gifts granted by the Shade in tandem with the limitations of distance from the caster, weapons and other objects formed from Amber are able to surpass the regular limitation of Amber being as dense as Ferrum. Instead, Amber formed from this ability can in this exception be as dense as steel. However, making Amber this dense makes changing the physical structure of the Amber more difficult, resulting in longer times needed to alter the structure from that of a sword to that of an axe for instance.


Guides and Redlines



  • Shades can manipulate Amber in direct or near direct contact to their own flesh to go slightly past the density limits of the magic regularly held.

  • Shades can make Amber as dense as steel if directly connected to themselves, and this over dense area cannot go further than 1 meters from the Shade or it’ll decondense to about the strength of iron.

  • This uses more mana and effort than regular limitations of Amber.

  • This is only to be used to make stronger weapons such as swords or knives of Amber, not to make the whole tendril or formation of Amber inherently stronger






Blanket of Darkness

Among the many abilities of a fully developed Shade, there is one ability which is a coveted skill learned for protection or utility that Shades use to their advantage in situations where light and visibility would be better off gone for the Shade. While it may not be effective in all cases, this ability may be used well if done with careful consideration and deliberation. The Shade would draw forth from a large portion of their Amber and expel it from their own form with force, making a radius of up to four meters around the Shade completely enveloped in an ersatz darkness akin to a night with neither a full nor a new moon in the sky. In exchange for relinquishing a large portion of their own Amber that can no longer be controlled or reclaimed for use, the Shade creates a dyad of benefits. The first and most obvious is that within the sudden darkness, the Shade can obscure their actions and presence from those around them, including those within the unnatural folds of darkness. The second benefit of this is that this darkness can not be blotted out by fire or sunshine, instead requiring either holy arts or the degradation of Amber over time to remove this crepuscule.


Guides and Redlines



  • Shades can create a small sphere of unnatural darkness, unable to be blotted by sunlight or other natural light sources. Instead it must be removed either by an applicable holy magic, removed by the Shade or naturally over time as Amber flakes away, It can also be swept away with Air Evocation.

  • Not including the block you stand on, it goes out four meters in every direction.

  • Within this sphere those aside from the Shade are unable to see clearly, as if it were an almost pitch black night.

  • If in a tight or constricted area, such as a hallway that is two meters wide, the excess distance that’d normally be covered in a sphere will instead travel down the length of the corridor or area, so instead of four meters, it would be six.

  • Only the Shade that made the Blanket of Darkness will have clear enough vision within the area or outside of it looking into it, as only they are acclimated to their own Amber in such an intimate way.

  • This ability is very draining on a Shade, meaning it is not to be used in all situations as a mere buff to hide their actions from their foes. At its greatest extent, almost half of a Shades mana would be used, feeling very similiar to the feeling of going on a long jog.

  • Not all Shades can inherently learn this ability. Instead, those that sacrifice the benefit and gain of other magics are able to learn it as they utilize the parasite’s boons to a fuller extent.

  • The Amber used in this spell does not form any walls, shields, or other impermeable structures. Instead it is effectively a veil from light and nothing else.





Emote Count Guide



Requires Three Emotes, Last for additionaladditonal Ten.

>Tell >Amber begins to appear >Amber moves out into a cloud.


The Shade Father would look all around himself on the roof of the building, his heart would be racing as they’d end up gazing to the foe in front of them, in a sudden moment, their skin would begin to darken, along with the veins running along his arms turning into an ebon-color


As they continued to take several steps back, a large abundance of amber would begin to seep out of their person, quickly building up as the smog spreads itself out, creating a dreadful feeling to anyone who were to be nearby.


Just then the large amount of ebon-smog eventually made its way all around the Host, covering a large radius around him, eventually quickly making a turn to run down the stairs of the roof.






Caliginous Flame

Shade Fathers have the ability to form a flamelike substance not quite unlike true fire, yet not quite the same either, the Caliginous Flame is a gift possessed by only those of the utmost skill with utilizing the boons of the Parasite of Rancour. Composed of Amber and an ever so slight segmented portion of the Shade parasite itself within the caster, this fire formed holds no colorful hues and produces no light. Those that touched this ‘fire’ would not begin to have their body smoulder and burn, but rather the mana within their being would slowly begin to burn away, depleting it until just the faintest presence of mana remained in the person’s reserves. Regardless of whether the person afflicted by this spell is a mage or not, their mana would steadily flake away into nothingness as the combination of the parasite failing to burrow itself within the soul of the victim mixed with its own supply of Amber effectively converts the mana within into Amber, which just as quickly flakes away. While this will not expressly cause physical pain, a fair level of discomfort may occur as this process is an unnatural one. However, this ability alone will never kill as it will never fully deplete a being of mana, nor will it cause any level of physical harm that can even come close to killing. Instead, this ought to be used to severely hinder the target.


Guides and Redlines



  • Shades that are either a Shade Father can learn this ability, assuming they also meet the Tier requirements detailed below.

  • Caliginous Flame will burn at any potent mana source, including people, animals, mana obelisks, and similar concentrations of mana. It will not affect plants, rocks, unfilled mana gems, or other things, akin to how a fire with too little fuel will not burn for much longer.

  • Caliginous Flame will not produce light and heat, but rather will produce an eerie effect contrary to how regular fireworks. Light seems to fail to reflect off of it by any means, and the area around it would have the sounds dampened, as if in a vacuum.

  • The Flame is about the average size of a human fist, although if the Shade wants it could be smaller, but have less of an effect.

  • Due to this ability sending off a small, yet regrowable, portion of their Shade parasite, only Shade Fathers can learn this ability, assuming other restrictions are met.

  • Additionally due to the mixture of Amber and the fraction of a parasite, each time this ability is done a counter of one day is added to the caster, with five days being the most possible without causing permanent damage to one’s own soul and Shade. Each day that passes is equivalent to the cast off part of the Shade parasite regrowing.

  • Using this ability will cause a bit of pain to the Shade, especially when done more than once.

  • The Caliginous Flames can not be used to light anything on fire in the traditional sense, as the ‘flame’ only burns at mana sources, not the physical objects themselves.

  • While this ability can burn away at mana rapidly, It would most likely take a number of seconds to burn away the majority of a regular sized mana pool.

  • This ability will never kill on its own. It drains half of the persons manapool, At most it will leave a foe unable to cast for long or feeling less good than usual.




Emote Count Guide



Requires Four Emotes, Lasts for  additional Six

>Tell >Amber in hand >Making the Parasite >Throwing the flame


The Shade Father steps back, breathing heavy as he suffers a minor wound on his left leg, slowly bleeding, his gaze locked on the enemy ahead as his veins begin to darken into a inky-black


A small amount of smog forms in the palm of their hand, slowly taking steps to their side on the open-field, not looking away from whos in front of him.


Eventually a pained grunt sounds from them, their expression changing slightly as they ripped a literal chunk of their soul out, the smog growing into a more flamelike appearance, carrying a malignant presence around it, the Host would smirk slightly, starting to step forward.


The Shade Father reels his hand back only to throw the flame with all his strength, aiming for the mages chest or the general middle of their body. If the flame were to attach on some part of their body, the person would feel as if mana was being drained out of their body, slowly losing any power to do casting or the sort.






Strength of Night

With the combination of Amber coursing through a Shade’s blood and body comes the added benefit of limited durations of increased strength. Just as Shades can manipulate their Amber to certain degrees to an extent, or as they can have their Amber heal wounds, so does this benefit the skilled Shades’ muscles and physical prowess. This is done passively, or subconsciously on an on demand basis. However just as wielding Amber comes with downsides so too does this boon. After its use it will weaken the Shade depending on the amount of increased strength and duration thus leaving the host more vulnerable to the horrid parasite. In some cases it can even damage the host’s physical body, as Amber forces its way en masse into the muscle, around bone, and beneath flesh. As a result, this increased physical prowess comes at the cost of physical pain and possible bodily harm.


Guides and Redline



  • Shades can manipulate Amber in their bodies to bolster their strength to some extent.

  • The more the parasite is allowed to envelop the host’s magical abilities, the greater these limits come.

  • At the absolute most, the strength of a Shade can be doubled for short periods of time at high risk.

    • To avoid changing olog at most, and orcs and ologs can go just a slight bit beyond the strength of an average olog. strength of a character, a general guideline exists where small/weak races/players such as halflings and Void Mages can only be as strong as an Orc. Humans, Elves, and Dwarves can be somewhere near

  • A Shade performing this ability risks tearing the flesh, muscle, tendons, ligaments, or other bodily parts around the area if pushed too far, the bone potentially breaking as well.

  • The more Amber used in a specific area in concentration causes more pain as Amber forces its way into the area.

  • At an absolute max, strength can be doubled with extreme risk for damage and injury.

  • Generally strength can be bolstered by about a third of the host’s regular strength without causing any damage whatsoever.

  • The ability can be maintained for around three emotes before the risk of damage increases, with each additional emote adding a 10% chance for damage occurring. (E.G. after 10 emotes severe damage would be impossible to avoid, at 7 it'd be a coin flip, et cetera).

  • Any other physical weakness a Shade possesses, be it voidally sourced or otherwise, will not be removed. This ability will counteract it though, dependent on the intensity of the buff and malady.




Emote Count Guide



Requires Three Emotes, Additional Fifteen.

>Tell >Amber is visible, ‘muscle’ looks bigger >Strength is boosted, can be prolonged for fifteen more emotes, although does more harm to the host then good.


In an instant the Shade Fathers veins would darken along with his complexion, taking slow steps to the man in front of him.


The veins along his arm would seem to grow even darker than before, if that was even possible, the limb itself looks as if he became more muscular, eventually standing right infront of the man, staring deep into his eyes.


In an instant the Father reels his hand back, forming a fist to only slam right into the unarmored man's chest, the unknown strength likely breaking a rib or two, although this causes slight soreness in his arm, eventually stepping back after the fist made impact.






An ability unlike most others in a Shade’s arsenal. This simple ability allows for a Shade Father to implant an amber marking, very similar to a tattoo, onto anyone be them shade or otherwise.. The marking has whatever appearance the Shade Father desires, however it must look the same across all people who have it. Non-shades would feel slightly at ease when around the one who gave them the marking, the feeling of dread lessened around them ever so slightly. Those who are shades would feel no different save for if a Shade Father came across them, in which case the Shade Father would be presented with an otherworldly feeling of understanding of from whom that Shade has come, who their creator is or was.


Guides and Redline



  • A Shade is able to place a marking upon someone, very similar to a tattoo, allowing for non-Shades to have the feeling of dread effect them less when around the one who marked them, mostly used for people they trust or their own students.

  • The marking has to stay the same pattern as everyoneselses, but the Shade can choose what they want it to look like

  • The Shade Father who knows how to mark can easily move the amber marking if they wish to have it somewhere else on the person’s body.

  • While it lessens the effect of dread you face whilst being around the Shade, you are not completely immune and still feel off, vulnerable to nightmares and the like.

  • It cannot be removed by any means, only the Shade Father can choose to take it off.

  • People who are Shades and have a marking do not have the effects lessened whatsoever, rather it acts as an aesthetic.

  • For those Shade Fathers who come across a Shade who has been marked by another Shade Father, they would be presented with an innate understanding of who that Shade’s maker is or was. As if they had always known it.

  • You must be a Shade Father to use marking.



Emote Count Guide



Requires Three Emotes,

>Tell >Amber appears in palm >press against persons skin.


The Shade Father gazes down to their student as the veins along their arms darken along with a change of complexion, a more darker one.


A small amount of black smog appears in his hand, carrying a small feeling of dread whilst said hand extends out to the student.


Once his hand is pressed against their skin, the smog seems to be absorbed into it, one the hand is moved and the skin is revealed it looks like some sort of black star.






Amber Imbuement

The first case of Imbuement deals with the injection of Amber into objects and items, such as a sword, a glass sphere, or a stone pillar. When this is done, the object in question may take on more ominous appearances, such as tiny ebon fingers grasping back at a hand holding a sword’s hilt, or ghastly pitch-black faces reflecting out towards onlookers from a glass sphere. However, all of these effects are purely aesthetic and provide no actual benefits or downsides to the object, except in the cases outlined below. The Amber would have to be replenished every now and then as well, or it'd slowly flake away over time.


The second case of Imbuement is the injection of Amber into magical spells, be them voidal or not. Imbuement is not forced whatsoever upon the Host, and the Host can cast perfectly normal, untainted spells if they so desire. However this is rendered null if the only remaining mana left in the mage’s mana pool is corrupted by Amber, be it one afflicted with a Shade or not. For example, a Host may willingly convert all of their regular mana to Amber, which will result in all of their spells cast to be imbued as well and bear the effects of imbuement. These effects are outlined below.


The final case in which Imbuement occurs is when a Host utilizes their gift to corrupt another’s mana pool into Amber, just as the Shade passively does to their own. In order to do this, physical contact between either the Host and the victim, or the Host’s physically manifested Amber and the victim must be maintained, larger amounts of mana converted taking a longer time to convert. As the Host converts the victim’s mana pool, the Host can either draw forth and utilize this Amber in physical manifestation as their own tendrils, or can let this tainted mana settle and lay latent within the victim. When this corrupted mana is left within though, the victim would feel a sense of dread, growing more or less depending on the amount of mana converted. Additionally, the victim would automatically have the next few spells he or she casts be imbued with Amber, regardless of if they are infected with a Shade parasite or not. This effect will last as long as Amber remains in the mana pool of the victim, naturally replenishing with fresh mana over time. A fully corrupted mana pool would take a week OOCly to replenish with no additional casting performed. As a result, the only way to remove this corrupted Amber would be to either expel it by draining one’s mana pool willingly, or to wait for the corrupted mana to cycle out and be replaced by fresh, untainted mana, much akin to the digestive system passing on food.


The following effects are caused when Amber is imbued into a spell of the respective magic type.


-- Amber Imbuement In Spells --

  • Arcane Alteration:

  • Transfiguration: Objects altered with the magic will hold a stygian, black hue to them for a while, such as staining a stone black or a stick emitting a faint dark aura. Wards and abjurations would visibly hold a dark grey or black shimmer, akin to powder floating in the air. Enchantments imbued with Amber are unchanged, but rather any mana gems that have their mana corrupted will hold Amber-imbued effects on the spells.

  • Translocation: Objects that have been imbued with Amber become easier to store, can be stored for longer and can be withdrawn more easily. Additionally for half-translocation spells the visible distortion formed would be altered to be a black smog. In turn, these objects would cause a sense of dread due to the Amber imbued in the objects, varying depending on how much of the mana is corrupted. So while casting may be marginally more effective, the caster must cope with any adverse effects from the Amber.

  • Voidal Shifting: Shades are able to carry their manifested Amber with them as they shift, due to it being counted as ‘part’ of them. Additionally, shifting causes a black aura to permeate where the Shade has left.

  • Telekinesis: Controlled objects gain a darkened shimmer around them, with black hues trailing the object.

  • Arcane Illusion:

  • Sensory Illusion: Capable of pressing darker and more dreadful illusions, the Shade can draw upon their reams of realistic Nightmares to create horrendous tricks of the senses. Additionally, as in the case of mental magic, the Shade parasite has a resistance to the magic due to the parasite’s constant presence in the host’s mind, and the parasite will attempt to ward off any effort beyond its own to affect the host’s mind.

  • Mental Magic: When entering the mind of another, the host can at times be aided by the Shade parasite itself, resulting in a doubled attack from both the host’s abilities in conjunction with the horrors of the Shade joining in, notably the ones the host faces constantly. This can result in a Shade entering another’s mind easier and can result in a greater defense when the magic is used on them. As in the case of attacking another mind, when defending from a mental intrusion the Shade parasite will prevent ease of access to the host’s mind. So, to invade the mind of a Shade, one must bypass any mental barriers or wards in addition to the horrors the Shade parasite inflicts on the intruder’s mind as well.

  • Cognatism: The host suffers from a horrid trinity of minds: their own, the voidal horror within, and the cruel demonic parasite. When utilizing the magic, the voidal horror may have its gifts blocked out by the parasite at times in an effort to further weaken the host’s mental ability.


  • Arcane Evocations:

    • Fire: Evoked fire imbued with Amber will appear ebon and viscous, the flames flickering less quickly than usual. Additionally any evoked fire will no longer give off light, rather emitting a dense black smoke above where it forms. Alongside this, the hiss and crackle of a flame would be gone, in its place an austere silence formed as if sound was dampened near the flame. However this will not affect the fire in any other adverse or positive ways.
    • Water: Ice, water and vapour are all darker in colour, appearing ink-like. Oddly enough, this evoked water is unable to conduct electricity, nor do things dissolve particularly well in it.
    • Air: Evoked air will hold a dark hue about it, akin to coal dust floating in the wind.
    • Earth: The created earth is dark and dry, and black crystals similar to the Shade Gem in appearance can be formed.
    • Electrical: Evoked electricity is jet black, the cracks and hisses of heat emitting from the electricity removed in place of an eerie, unnatural silence in its place.
    • Conjuration: Conjured creatures are stygian black even if they never were when studied. They bleed a dark ichor, and their bites send waves of dread through their victims with every mouthful. A terrible aura of black follows their movements, and they seem to hold a bizarre disobedience in them. An order to safely pick a infant up off of the ground may be ignored, the conjured beast opting instead to maim or maul the infant instead.
    • Arcanism: Arcanism is made darker and more opaque, looking more like stone than it would glass.
    • Celestialism: Incompatible.


  • Holy/Deity:
    • Shamanism: Spirits can see the darkness in the Shade’s spirit, and thus normal spirits will avoid them like the plague. The older and larger the corruption on the soul, the greater the blemish on the Shaman's spirit.

    • Xan Paladins: Incompatible.

    • Druidism: Incompatible to be made Shades. However if a Druid’s mana pool is corrupted for any purpose, then when they try to cast any druidic spell the various forces of nature would actively try to defend itself, ranging from vines lashing out at the druid to nearby animals attacking the druid. However this will quickly subside as a Druid’s mana pool would rapidly refresh the corrupted mana back into untainted mana.

    • Runesmithing: Elements created may have the same effects applied to them as Evocation elements.

  • Dark Magics:

    • Frost Witches: Manipulated ice may grow dark and ominous in appearance.

    • Mysticism: Ectoplasm imbued with Amber becomes darker than usual, and all things that deal with this darkened Amber release the same, dread-causing effect.

    • Blood Magic: Magics enhanced by blood magic are also affected by the Shade effects (if Amber is imbued).

    • Naztherak: Malflame imbued with Amber would add an additional dread-inducing effect on top of any abilities already caused by Malflame, as well as bearing a black, flickering outline around the neon colored flame.

    • Dark Shamanism: Same as Voidal Evocations in terms of elementalism.


  • Voidal Feats & Artificery:

  • Voidal Displacement: Portals created with Amber-imbued mana would produce an overwhelming sense of horror and dread when created, once it is set up the portals would take you to more dangerous places then without amber imbued in it normally.

  • Atronach Forging: Atronachs created with Amber-imbued mana will take on the effects of their evocation’s alteration due to Amber. Additionally, any orders given may be slightly modified such as a Conjuration’s may be.

  • Creatures:

    • Wights: See Above.
    • Strigae: Can be a Shade, no benefits/magic.
    • Zar’akal: Able to use Shade normally.
    • Machine Spirits: Able to use Shade normally.
    • Afflicted: Incompatible
    • Izkuthii: Incompatible
    • Azdrazi: Incompatible
    • Soulless Creatures: Incompatible.
    • Soul Tree Druii: Incompatible.
    • Frost Witches: Able to use Shade normally. 

*Amber imbuement can be purged and cleansed with holy magics.




-- Time Based, Tiers --
Tier “Zero” - The development stage of a Shade parasite. At this stage there are no abilities, only the growing presence of the being on the host’s soul. During this stage the Host’s mana begins to convert to Amber in trace amounts, and the presence of the parasite will cause maladies such as seizures, fatigue, vomiting, or nausea as the body acclimates to the Parasite of Rancour. This stage lasts one week from the birth of the Shade parasite.

Tier One - The first time the Parasite will be able to do anything of considerable consequence. At this stage the Host will begin to be able to actually manipulate Amber to a poor extent. Alongside this, the Shade can corrupt mana into Amber, although this process is very inefficient even on themselves, let alone other objects and beings. Additionally, the Shade will receive the most basic of passive boons from the Shade parasite, including the resistance to disease, the difficulty of invading their mind, and the so-called “early awakening” from unconsciousness and the passive ability of Masking. The parasite will force the use of Amber for Caliginous Healing and staving off illness. Finally, the Shade parasite is no longer considered a “Hatchling” anymore. This stage lasts one week until hitting Tier Two.

Tier Two - The Shade at this point is now more matured, and the victim can now manipulate and corrupt Amber to a finer extent, albeit still with a fair level of inefficiency. A Shade can also imbue objects and spells with Amber at this stage. This stage lasts three weeks until hitting Tier Three.

Tier Three - The Shade can begin to learn stronger abilities, namely being able to toggle the passive version of Caliginous Healing. Strength of Night can be learned now as well. Furthermore, Ambercrafting becomes possible, and forms of Ambered Weaponry are available as well, along with Marking. Entering the mind of the Shade at this point for a mentalist becomes significantly more difficult at this stage, This stage lasts six weeks until hitting Tier Four. Furthermore, this is the stage where a “Half-Formed” Shade is capped time-wise and skill-wise.


Tier Four - The Shade is practically fully grown at this stage, and the host experiences a constant tug at their very soul from the parasite, be it positive or negative in nature. The Shade can begin to learn abilities such as Active Caliginous Healing and Caliginous Flame. Finally, the Shade can at this stage become a Shade Father, given understanding of their parasite on a deep level. This stage lasts six weeks before the Shade is able to ascend to Tier Five, assuming they have obtained the appropriate prior knowledge and understanding of their parasite and its nuances first (meaning that the character has been taught the collected knowledge concerning the “curse”, its workings, origins, and capabilities).

Tier Five - A true agent of darkness and tenebrific horror. A Shade at this stage is practically irrevocably attached to the soul of the host. Fully grown, the Shade can learn all of its abilities and can thereafter become a Shade Father, assuming they have garnered an ample collection of knowledge concerning the curse and it’s finer workings. Such enables the T5 Shade to, assuming they have been taught how to birth a new Parasite, apply for and receive a TA. Once a TA is achieved the T5 Shade is considered to be a Shade Father.


* These abilities are NOT gained automatically unless taught to the character or designated as not needing teaching.



-- Slots and Abilities  --

Unlike most magics, Shade magic can hold different abilities available to those that practice the boons granted by the Shade depending on how many other magics they practice. Akin to how Druidism has subtypes within itself, Shade magic has sub-skills that can be learned only at the cost of other beneficial arts, be them voidal or dark. While an independent application is not needed for these skills, they must be learned all the same and some can not be learned depending on how many magic slots are left “free” to use. For instance, a Shade that practices only Shade magic will be able to use all of the abilities below, assuming they meet the time requirements as well. However, a Shade that is also a Fire Evocationist, Water Evocationist, and Transfigurationist may only be able to learn some of the abilities below.


One Slot - Shade, 4 Other Magics - Mana Corruption. Resistances (Mental/illness), Passive Healing, Amber Manipulation, Imbuement, Masking.

Two Slot - Shade, 3 Other Magics - Mana Corruption. Resistances (Mental/illness), Passive Healing, Active Healing, Amber Manipulation, Imbuement, Masking, Ambercrafting, Amber Weapons, Active Healing,  Marking.

Three Slot - Shade, 2 Other Magics - Mana Corruption. Resistances (Mental/illness), Passive Healing, Amber Manipulation, Imbuement, Masking, Ambercrafting, Amber Weapons, Active Healing,  Marking, Strength of Night, Blanket of Darkness, Caliginous Flame.


Guides and Redlines



  • Allows Shades to either practice many magics alongside Shadedom, only some magics alongside Shadedom.

  • Other magics are traded off for more powerful variants or additional abilities instead.

  • No player is forced to take all three magic slots as Shade, nor are they forced to learn other magics.

  • These abilities are NOT gained automatically unless taught to the character or designated as not needing teaching.

  • Roleplaying the abilities unavailable to a character due to having other magics will be akin to roleplaying without a magic application accepted for the character in those abilities, additionally it will be considered powergaming as well.

  • A MA is NOT needed to learn these abilities, aside from the regular Shade MA. However, they still must all be learned in roleplay, and can only be done so at the appropriate time restrictions and magic slot restrictions.

  • A Shade with a TA can not teach an ability that they do not know. So, a “One Slot” Shade would have a tough time teaching a “Three Slot” Shade.






When the Shade parasite burrows into the soul of the host, it also burrows into the consciousness by extension. As a result, every living moment, be it waking or resting, the Shade parasite will be nagging and pestering at the host’s mind. At first, this pestilence is minor and can be compared to spending a day with someone you greatly dislike, but over time the irritation grows and becomes more intense and unignorable. What at first may start as faint whispers every now and then of words that may upset the host will turn more cruel and relentless, becoming a constant stream of negative thoughts. Minor frights when sleeping, be it dreaming of being chased or another thing feared, will eventually turn into night long terror. The faint sight of a shadowy being in the corner of one’s eyes will turn into full on hallucinations as the mind fails to distinguish the false from the real, slowly whittling at the mental integrity of the host. While some precautions can be taken to hamper these ailments, true cessation can never be done, leaving always at least the slightest whispers in the mind of those affected by the Shade.


Guides and Redlines



  • These effects get worse over time, starting off as minor annoyances and becoming full fledged life changers later on.

  • Conversely, as time goes on the host can adapt to some extent in dealing with the parasite. The result is a lack of things such as permanent debilitation of the host due to the encroaching mental strain, or other side effects that would result for bland RP.

  • After “Tier 3” or so, the downsides grow from whispers and some nightmares to include all of the maladies listed here.

  • At the point of Tier 4 and Tier 5 acting ‘normal’ is impossible, every Host will act off in their own way, but it’s impossible to avoid the insanity the parasite inflicts onto the Host.

  • While help can at times be received, be it from a mental mage or cognatist’s enchant, the downsides can never fully be blocked out.



Insanity : Guides and Redlines



  • At Tiers 1 to 2, the Host will experience mild nightmares and will hear whispers, they’ll be able to get sleep, but not enough. As well a pessimistic attitude would start to become apparent as one becomes increasingly frustrated and tired.


  • At Tiers 3 and 4, the nightmares would begin to start feeling incredibly real until you wake up, the whispering increasing its presence as if you’re hearing multiple people speaking to you, most often suggesting you commit evil or whatever the parasite would want to weaken the Host’s mind with, playing off of the Host’s fears and dislikes. The mind is vulnerable enough for the Host to gain addictions easily, gambling, drinking, any real world addiction is possible. At this point the Host would usually be pessimistic about life and its aspects most of the the time,


  • At Tier 5 the nightmares are unbearable, you’d not be able to sleep for more then a few hours and you’ll definitely look exhausted, often on the brink of passing out or otherwise becoming extremely lethargic which would likely interfere with casting if you were a mage. At this point the whispering would sound like an amalgamation of voices, constantly speaking and telling you to commit evil. In an effort to hold onto a sense of normality, the Host may grow possessive of those they hang around and care for, moreso towards their partner if they posess one. Their insanity would at this stage be, if not plainly obvious to the public, enough to force the Host into non-rational decisions regularly.


  • *Note: You do not have to roleplay a horribly insane character that will get caught in broad daylight, but if you feel like you aren’t RPing enough insanity, you probably aren’t.

  • If you flatout don’t RP insanity at all, you are power gaming. An abnormality HAS to be noticable and you can’t just say a character only has whispers and that's the extent of their insanity. It needs to be something noticeable that affects your character and your roleplay in someway.

  • Individuals in violation of these redlines will be submitted to the police LT for further review of potential powergaming.





The physical changes in a Shade tend to be less encompassing, but are still noticeable and considered with those afflicted by the veritable demon. The most obvious is that those cursed will exhibit more gaunt, tired features such as bags beneath the eyes or sunken expressions, in addition to having growing jerky, erratic movements due to a mixture of the parasite’s harassment of the mind, and usual lack of sleep. While those are the most obvious, there are at times physical effects due to the Amber within a Shade affecting the body. Despite how much a Shade acclimates to Amber, Amber is an unnatural, twisted substance, and its presence within the host causes negative side effects at times. Some of these effects include nausea due to a mixture of the Shade parasite’s attack on the mind and Amber within, vomiting, seizures, or other maladies akin to the incredibly sick. While these consequences can never be fully avoided, the ever so often manipulation of a Shade’s Amber pool and expulsion of the sickly black substance can ease these symptoms off for a while if done in careful consideration. A Shade that does this must take care not to relinquish too much of their Amber too often, nor too little, as the body acclimates and adjusts to having Amber within it to the point where having too much will result in the ill effects listed before due to mass amounts, and too little resting within too often will result in the body and parasite’s intrinsic instincts gained from the presence of Amber, such as Caliginous Healing, to react poorly on the host, causing issues such as fatigue, weakness, and poor healing. So, one afflicted with the curse will experience a mixture of adverse consequences from both the toll the parasite itself takes on the mind and body indirectly, and a direct effect from the presence, or overdone lack of, Amber within the body.


Furthermore, due to the inherently corrupt nature of Amber, if a Shade frequents around one or more persons for extended periods of time with little relapses of time in between being near them, then the Amber within a Shade can give a minor, nearly negligible effect of dread and irritability to those nearby. However, this would take extensive amounts of time with a Shade to begin to even be noticed.


Guides and Redlines



  • Those with the Shade parasite will experience downsides such as seizures, erratic motions, and tiredness.

  • People that stay around Shades for long, extended periods of time may experience faint sensations of dread, irritability, or other weak versions of the maladies of a Shade and Amber. At the earliest, this would take around a month in RP. At the absolute most, around a year would have to pass before the effects are unignorable.

  • While Amber can be expelled every now and then to mitigate these issues, they can never be fully preventable, and expelling Amber too much and too often can cause other issues.





Aside from the effects of imbuement listed above, those afflicted with a Shade parasite will always experience some level of difficulty in controlling their magical arts, be it voidal or not. This is due to the mental strain caused by the parasite, and the effect on the mage’s magic can be ranging from minor loss of control of their casting to greater issues, such as full out voidal disconnection, spell failure, or unintended results from the magic, such as forming a larger blob of ice intended for a water evocationist, or causing worse effects to a soul puppetry victim than desired. While these effects will never cause direct harm to the host, they can be devastating if they occur at the wrong time.


Guides and Redline



  • Shades’ magics may be adversely affected, albeit not required to be in a damaging way to the host.

  • These downsides can not be ignored, as they are often minor and inconsequential nine out of ten times.

  • A Shade casting, say fire evocation, is not required, and is in fact advised against, doing things such as burning themselves or purposely doing what one may call idiotic or unreasonable things with the magic and claiming it is an effect of the Shade. The parasite is cruel, not idiotic. It won’t get the host killed for a quick laugh.

  • Everytime someone uses Shade magic all of their other magics drop by one tier for two ooc days.

    • Ex: One-time-use starts the counter at two days, every use thereafter tacks an additional two days onto however many were remaining after your first use of shade magic.

    • For Blood Magic, everything still goes down a tier. If you don't choose Shade to stay at T5, the parasite continues to grow at T3, only needing to augment to use T3+ spells.






The most important thing that a Shade will do to is not only the above, but also the result of doing this constantly to the host. When the host’s mind is numb from sleepless nights, and their heart shattered from the overwhelming negative emotions, the parasite can strike at the mind with the intent to wrench control away from the host in favor of their own control. If successful, which can occur much easier when the host is emotionally or mentally vulnerable, the Shade will do two things: the first being whatever it so pleases depending on the personality of the Shade itself, and the second being whatever may further undermine the host’s core integrity, also dependant on the personality of the Shade and host. Additionally, one of these takeovers of the malicious nature will not happen in a public setting, and are more likely to be in private


Furthermore, while most takeovers are malicious and harmful in intent and nature, there are times where a takeover can be beneficial, not in the sense that the Shade will go around handing out roses and hugs, but in the sense that it will be done for the preservation and wellbeing of the host and parasite alike. For example, if one afflicted with a Shade is rendered unconscious in combat, the parasite will perform a takeover to force the host to come to consciousness slightly quicker than if it didn’t interfere, or if the host is in mortal condition the Shade will take over to get the host out of danger and deal with any possible threats. The reason for this is double, one being that the parasite when not in control does not need to worry about things such as sleep and the downsides that it causes upon the host, and two that the parasite’s natural instinct gives it a slight edge in these situations as it tries to keep itself alive. However following one of these situations, the parasite can take over with malicious intent much easier, as it often will try to keep control past the situation.


When a takeover occurs, the “tell” of a Shade will not occur unless the magic itself is actively being used. So, one that is taken over will not always have blackened eyes or veins, unless they are using or manipulating Amber. Furthermore, unlike in the past a Shade parasite will not have innate knowledge of all of the abilities available to the Shade, but only access to manipulating and converting mana into Amber without prior knowledge or tutelage on the matter. So, a Shade that never received a lesson can never cast, say, Blanket of Darkness, but is able to make tendrils and corrupt another’s mana into Amber. Furthermore, the ability of a Shade during a takeover is limited to the same restrictions that the host is, aside from being slightly more efficient in casting the known abilities due to the innate connection between Shades and Amber.


Guides and Redline



  • Allows Shades to have either malicious or “beneficial” takeovers, the latter of which may lead to the former.

  • A taken over Shade will have access to Amber manipulation and mana corruption even with no prior lessons in addition to the already present ability of Caliginous Healing.

  • Shades that take over are minorly more efficient (10 to 15%) when controlling and converting Amber. This is not enough to turn a fight around entirely, but just a minor boost to encourage a Shade’s survival when in peril.

  • Takeovers do not result in instant acquisition of “Tier 5” in the magic anymore, as many of the abilities still have to be learned. This is to prevent someone from having a takeover just to become stronger.

  • A takeover won’t result in the Shade going “Grr, I’m going to stab a baby!” as this is not necessarily the intent of the parasite or the best way to undermine the host’s integrity. Instead, varied approaches can come to takeovers, be it subtle things such as the parasite slowly ruining the host’s relationships with abrasive attitudes, or more obvious such as kicking a puppy. Anything that underwhelms the values of the host will suffice.





While any living being that is stabbed by a golden knife is in for a bad time, Shades also face the maladies of gold affecting their Amber along with normal weapons. While gold is not an instant destroyer of Amber, it is a material that is able to cut through Amber with much more ease than any other object, such as iron or steel. While more dense Amber structures and formations will cut with more difficulty, instead of it being akin to cutting through iron, it’d be more akin to cutting through flesh and bone, given that gold has a natural advantage over corrupted mana.


Guides and Redlines



  • Aurum is also a weakness to Shades, although it more so applies to Amber than the Shade themselves, as regardless of whether the Shade is a dark being or not, a golden knife is still a knife. However, a brick of gold pressed onto a Shade’s flesh won’t cause harm.

  • While not as efficient as Aurum, steel and the like can cut through amber dependant upon how dense the amber was made.

  • Aurum, especially Aurum weapons, can pierce, cut, and damage Amber much better than non-Aurum, albeit not akin to a hot knife melting through butter. Instead, it’d be akin to cutting through flesh and bone as opposed to iron or steel. If the object of Aurum is not sharp, such as a brick or rod, it’d be like pressing an ice cube against hot metal, where it can melt quickly but not instantly.

  • Anything that isn’t Aurum would have slight difficulty cutting or damaging Amber depending on how dense it is, although they can definitely chop through a tendril or just amber in general after a few swings.






- Arun’Asna’s Will -


  1. There are days in which even those basking in stygian masses born of the darkest depths of the abyss find themselves with the desire to betray their own chthonic brethren. These are days in which we atrocious beings realize the hell we have come to call home has its own dreary days. Selfishness and personal desires are emotions commonplace of chaotic evil, a brand of evil making a home in those of rancour. And yet with the interest of survival in mind we shirk their innately chaotic desires for a sense of order amongst ourselves and our goals. When those few of this great clique turn their backs to such agreed upon doctrines they must repent, or face a just end to their destructive ways. Revealing the secrets of their flesh and blood is a kind of betrayal that brings the heart to bleed black, to share to the uninitiated the nuances of one's makeup is a crime far darker for it betrays not only one's kin but one's self in a significant instance of pure ignorance. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.


[Do not expose or talk about any Shades, revealing any secret Coven business applies too.]


  1. To murder one who afforded you trust and to whom you once trusted is a kinslayer regardless of blood relation. The finely tuned laws binding together what was once roaming goalless chaos has its supports shattered with such actions. Murder, enraged violence, the kind of actions demanding direction for alone they threaten to bring into the light the truth of the great secrets kept hidden within our majestic estate. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.


[Do not needlessly harm other Shades, killing is also forbidden unless both agreed to some sort of duel, therefore exempt from this tenet.]


  1. Our symbols of literal power, the items with which the old, grey and knowledgeable grow our knowing order are symbols most holy in the general sense of the word. While not truly holy, such items are best regarded with the zealous protection the ignorant afford their gilded crosses and gemstones, for such items are in reality the domiciles of power beyond your comprehension. They leak an ichor incorporeal, used to guide the sheep ever nearer the path of enlightenment by those who manage cast off their wool to metamorphose into learned wolves. Revealing where such relics are kept, or seeking to destroy such precious items are crimes most abominable. These are malfeasances unforgivable, demanding but the utter casting out of the transgressor.


[Do not break the Shade Gems or disclose the locations of them to any non-shade.]


  1. It is not the intention of the lawful collection of chaos to but keep their chaos beaten back and neglected. The learned guide the unknowing on the means by which one pampers their chaos so that it does not take to overwhelming, acting of its own accord to seek out its own form of pampering. To allow one's chaos such an opportunity is to violate the safety of one's flesh and blood. It is to risk the revealing of all that has been built, to risk the destruction of our echelon that resides above the masses. Go out with secrecy in mind, to commit an act of chaos, to sow discord among the sheep of the world, to steal, lie, cheat and murder where it is justifiable in the eyes of your kin, in the eyes of the watching mother who knows but keeping secrecy. To fail in this act is to fail all. It is a malfeasance unforgivable, demanding but the utter casting out of the transgressor.


[Some sort of chaotic act must be done every one OOC month, some things that can be done include but are not limited, raiding, sacrificing, stealing, lying, and even attacking someone.]


  1. Considering all that has been said, all that you have learned and all that you will learn, it must go without saying that cohesion is the ultimate resource. Like masterfully-crafted clockwork, it is infallible. Without such a mindset success is a distant city unreachable through the winding jungle paths, and to keep such a mindset knowing this is to risk everything. It is a malfeasance unforgivable, demanding but the utter casting out of the transgressor.


[Act in the best interest of the Coven at all times.]





  • These tenets act as ‘rules’ for a Shade Coven, willed by Arun’asna. If one of these are broken, any Shade Father (T5 Shade) in that shade’s Coven will be granted the ability to forcefully remove the parasite from the shade who has broken the tenet.

  • If a Shade who broke one of these tenants comes to an agreement with the Coven regarding punishment for their crimes, they will be forgiven and the Shade Father(s) will become unable to remove the parasite until the shade breaks another tenant.

  • If a loophole or grey-area is seen, contact an LT.

  • If a Shade who hasn’t broken a tenant has an attempt made at removing their parasite it will not work.

  • Once the parasite is removed the person may be shaded again, although the effects of the insanity would be twice as worse. If you’re lost on the significance of the doubled effect, take what has been written in the insanity guide and simply take each level up one step, and be creative.

  • Solid proof (eye-witness or material evidence) must exist for the removal of a shade to become justified and possible, rumors or here-say of a broken tenant is not justification.

  • The forces permitting the removal of a parasite do not bend to lies. The proof claiming to show the breaking of a tenant must be totally truthful.




-- Cures --

While it is incredibly difficult to cure a Shade parasite, it is possible. To keep things simple, the requirements for the number of holy mages will be listed below if the parasite is not being removed by a Shade Father following the violation of a tenant or willingly removed by a Shade Father.


Tier “Zero” - 1 T4+.

Tier One - 1 T5 OR 2 T4.

Tier Two - 2 T5.

Tier Three - 2 T5 & 1 T4.

Tier Four - Incurable by Holy Mages.

Tier Five - Incurable by Holy Mages.


Guides and Redlines



  • A Paladin is able to purge Shades who are T3, although it requires OOC consent for complete removal. Should OOC consent not be given, the effect of the Shade is weakened to T1 for five IRL days. To those above T3, the curse upon the soul is too strong to fully purge, however the ability gives a devastating effect. As the curse is seared within the body, It is forced into a dormant state where mists then soothe the shade's body. Within this dormant state, the Shade is weakened to that of a T2 for five IRL days.

  • Put simply, the Shade curse is not meant to be easily cured, if at all. This outlines the exact strength of how many Holy Mages would need to be present and casting to cure the Shade parasite, with restrictions later on as the veritable being takes root on the soul of the host too much to be removed with conventional methods anymore. While the Shade parasite is still a Hatchling, it can be purged with ease.

  • The Shade parasite can NOT be removed by a Shade Father unless the player themselves wants the Shade purged OOCly, or the player has faced OOC punishment, such as a ban from the server or a magic blacklist, both of which must be long enough to warrant removal of the parasite, the only exception being if a tenant was broken.

  • A Shade Fathers parasite can only be removed with the help of two other Shade Fathers to assist in removal.

  • Druids can’t cure Shade parasites.

  • If the player being cured does not give OOC consent and/or the character does not give IC consent, then the character will die instead of being purged of their Shade.

  • After the Shade hits “Incurable” stages, only rare exceptions can purge somebody of the parasite, such as an event or other similar effect.





Tldr Changes

  1. A new origin on Shade Gems and Arun’asna, which goes into the removal of Foretakers/Daeva, with that, Shade Fathers are able to connect those to the Shade Gem, and are able to remove the parasite if such arises. Along with the new Arun’asna story, comes a set of Tenats Shades must follow.

  2. Shade Gem is slightly more defined and, any Shade Father can move the gem.

  3. Amber can be cut by all forms of metal and the like depending on density, unlike prior inconsistencies before like where only gold and holy magic could affect Amber.

  4. Three slots are able to be dedicated to Shade instead of five, since it was not worth to use all five slots just for few abilities.

  5. Guides for all abilities that need one, Amber Manipulation, Insanity, etc. Along with some edits in guidelines/redlines which makes it easier on the person reading to understand.

  6. New ability called Marking.

  7. Other small tidbits.





Writers: Lockezi & Lukariatias.
Previous Lore Writers: Tsuyose, Mephistophelian, ShadowGunX, Tahmas, _Sug, Fitermon & various others over time.

Drafts and Aid: Fitermon, Arzota, Mordu, Zarsies, & Shades.


formatting is literally the worst thing ever. leave a comment if something looks weird.



1/8/19: Purging section has been modified to fit with the current Paladin lore.

1/8/19: Dark Shamanism has an imbuement type.

1/9/19 Story part has been reworded slightly.

1/11/19: Masking removed.

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2 minutes ago, Tato said:

Image result for Soul Eater ragnarok gif

removing 5 slots was a mistake

I’d love to hear you out on why you think so.

Five slots purely was for Daeva, but those were removed, so being a five slot is essentially useless.

Four slots weren’t worth it purely because of how much the magic can and cannot do, so technically it was reduced by one, instead of two. if your concerned about magic stacking, the most you can have is two other magics, which isn’t horrible compared to some other magics implemented atm.

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7 minutes ago, Tato said:

Image result for Soul Eater ragnarok gif

removing 5 slots was a mistake

Having Shade be able to occupy less than 3 slots was also a mistake. Change my mind. You never had to experience any of it.

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1 hour ago, Lockezi said:

I’d love to hear you out on why you think so.

Five slots purely was for Daeva, but those were removed, so being a five slot is essentially useless.

Four slots weren’t worth it purely because of how much the magic can and cannot do, so technically it was reduced by one, instead of two. if your concerned about magic stacking, the most you can have is two other magics, which isn’t horrible compared to some other magics implemented atm.

As Sam was keen to say, I’ve never had to experience it or anything. Am barely qualified, but had a few friends w/ it

And recently so with a 5 slot one in character, where there was no question about other magic - and I think thats what makes it interesting. Seeing a shade that isnt used as some powerup, but as an aspect to a character that varies, and shows full devotion, even if unwillingly in character – and even if not a foretaker.


I see the point though, and if people wanted to do such (^) they could just take no other, however no development incentive is provided.

Similar to Izkuthii, though I am too not qualified in like any way besides having read the lore, where they have the full on dedication thing, akin to making it a full-fledged creature for those that are interested in it for it. Perhaps offer something akin to more comfortability between a host and shade as one does not actively utilize mana for anything else, and not suffer so mentally. But yknow I feel like most wouldnt care about it, and this is for them so, probs not.


That aside, say a Blood Mage becomes a Shade. Blood mages can only take 1 other magic to Tier 5 – how does this work with shades? Are they able to use such to stall their shade from taking over fully, or must they only take the other magic as T4?


And despite it being a vague and often varying sort of situation, one you probably cant answer to as such- but how do Shades react to stuff regarding hostile takeovers or interactions of the mind that does not involve mental magic, or anything where one mind connects to another?

One example of this that isnt in an event is Dark Shamanism – a magic that also isnt defined in the Amber Imbuement part – where one of the rites allows one to intensively suggest and influence another through a sort of mental connection, but weirdly.


See “Ish’grak’gaium: Slavery, The Imprisonment of a Lesser of Levaz” at the bottom of The Page

This is moreso an example as something more rare and one off, but concerning the mental state of the victim- especially w/ it likely being removed with the impending rewrite of dark shamanism, but is directed moreso at the concept.


apologies for my retarded feedback and questions



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