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[✗] [Playable CA]The Izkuthii


BonesOfTheEarth
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Izkuthii

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A Representation of three Ancient Izkuthii and their masks (Credit to Amayonnaise ❤)

 

Forenote: Due to the exact nature of this creature, the lore is being formatted using the Magic-Lore formatting(with slight edits) so that it is easily understood by anyone reading it. However, it is still a Creature Application and not a Magic. Also here’s a Google Doc Version.

 

Table of Contents:

- Background/Origin

- Creature Explanation

- Mortal Abilities

- Immortal Abilities

- Red Lines

- An Izkuthii’s Growth(Tier Progression)

- Purpose

- Cited Sources

 

Background/Origin

Izkuthii are born creations of Llahir, Daemon of Trickery, Thievery, and Luck. They exist as agents of his will, known as the “Trickster’s Code,” left to their own devices upon the mortal realm. He did leave the Izkuthii however, with a growing urge throughout their time in this world, to commit acts he finds amusing. He grants them boons and abilities based on the titles he claims, and watches from a distance to see what they do in his name. Throughout their growth, Izkuthii attain a third eye and horns to be representative of their curse, as well as their connection to Llahir.

 

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Creature Explanation

Spoiler
  • In order to become an Izkuthii, you must be connected through a Runuurii or Ancient.
  • You can become an Izkuthii from any greater-soul mortal race. No wonks.
  • Izkuthii count as a deific connection, and as so can only practice voidal magic and kani. These are only accessible when in their Mortal Forms. Seer Feats are acceptable in all forms.
  • Fledgling to Specialized Izkuthii take up 3 out of 5 of anyone’s given Magic Slots. Runuurii and Ancient take up all five.
  • When you become a Runuurii, a Feat-MA must be made for ‘connection’, and it should be linked onto your CA. When you become an Ancient, an entirely new CA must be made

 

 


 

Llahir’s Will - A Trickster’s Code

Spoiler

Izkuthii are bound to follow Llahir’s Will/A Trickster’s Code. Three set in stone rules that define how they should behave and act towards themselves and others, and who they should target with their given duties as agents of Llahir. Should any of this Code be broken by an Izkuthii, they will be subject to punishment either from the Runuurii or Ancients.

 

I. The Dead are unable to appreciate our tricks, so one must not kill unless absolutely necessary.

  • Do not kill anyone unless they are a direct threat to yourself or the Izkuthii as a whole. Being stupid and accidently giving out secrets to someone/someone finding things out on their own does not make them a threat.

 

II. Do not needlessly cause harm to those around, nor perform actions of chaos to those incapable of recovering from such. Should you require something of importance from those of poor descent, give them something you find of equal value in return.

  • Do not start any fights yourself, regardless of the reason. Self-defense, or silencing someone who is actively causing harm to the Izkuthii is allowed. It is important to note however, that someone simply finding out your secret/things about the Izkuthii does not constitute them as a threat; only if they use that against you/the Izkuthii. Likewise, do not steal from new players or people with nothing to give, as doing such is an insult to the sanctity of Llahir’s Will. If you must, give something back of equal value.

 

III. Do not perform your work onto other followers of this Code, without an objectively just reason in doing so. Do not hinder them, be it through violence, deceit, thievery, or otherwise.

  • Do not purposefully attack, harm, or hinder another Izkuthii or another follower of the Trickster’s Code. Agreed methods to settle differences are allowed, such as declared duels or bets. Punishments to lower level Izkuthii are allowed as well. Purposefully giving out secrets/Izkuthii based items to benefit other people is considered a hindrance towards other Izkuthii.

 

Should an Izkuthii break one of these, an Ancient may disconnect them. However, should they receive another punishment prior, an Ancient can instead opt to forgive them(detailed under Ancient Abilities), thus wiping their slate clean and giving them a new chance. Accidents/being tricked into breaking the Code does not constitute a disconnection.

 


 

Izkuthii Creation/Disconnection

Spoiler

Izkuthii, though a creature, must be born and created from any mortal race prior, and in doing so forge a deific connection to Llahir, the Daemon of Trickery, Thievery, and Luck.

 

Creation

Creation must be performed by a Runuuri or Ancient Izkuthii. The process of such involves a ritual in which the teaching Izkuthii must bring out a great amount of their given energy, and forge such into a featureless white mask. This mask remains ‘active’ for up to one IRL week, in which when placed upon another individual, will meld into their face in an excruciatingly painful manner before seeming to disappear entirely into them. Once the process is complete, a Fledgling Izkuthii is born and a CA must be made.

 

The new Izkuthii has no access to any abilities until the acceptance of their CA. Additionally, any Runuurii/Ancient may only create up to one mask per IRL month, as detailed in their given ability “Forging of the Mask,” where further details of the creation process may be found.

 

Izkuthii Masks

All Izkuthii are granted a mask. This mask is, in essence, a representation of their power and connection to Llahir. In their Mortal Form, this is hidden and absorbed into their body - containing the stronger essence of their casting and abilities. When in their Immortal Form, the mask will generally appear somewhere upon their head, capable of being moved but not removed. Additionally, when an Izkuthii is first made, they are expected to come up with any mask design of their choosing, and then stick with it. This may not be changed at any point.

 

Disconnection

Upon breaking a Creed, an Ancient Izkuthii may disconnect someone if they have not been forgiven for their breaking of Codes. The process of Disconnection is marked more clearly under the ‘Disconnection’ ability for Ancients, but for Izkuthii of Fledgling level to Specialized, this would count against one of their two lost deific connections. Additionally, as Llahir is a Daemon prone to secrets and so are his Izkuthii, any who receive disconnection will find their memories of any Izkuthii abilities growing faded and difficult to recall. Should an ex-Izkuthii attempt to recall upon Izkuthii related information, they will be unable to remember, and instead be faced with a splitting headache for a short duration.

 

Should a Runuurii be disconnected, they will not return to being mortal - too interwoven into Llahir’s power to turn back. Instead, they will be stripped of all of their abilities, and be forced into their Mortal Form without their shape shifting prowess. This means that they too will be incapable of feeding, and will eventually die as a result; though this is slowed and put over the course of one IRL month. During this time, they may be reconnected and given a brand new mask - the only time the design may change. But this must be done by the Ancient who disconnected them.

 

An Ancient is incapable of having disconnection cast upon them, for the simple reason that their very being has become entwined within the Trickster’s Code. Should an Ancient, at any point, break one of the Codes, they will be stripped of their power much like a Runuurii. Within this month, there is no chance for redemption - however, they may find another Izkuthii and perform the ritual to transfer their place as Ancient to them. This will result in their immediate death following, a PK.

 

Red Lines:

  • The ‘Forging of the Mask’ ability allows for the creation of an Izkuthii, and must be performed by a Runuurii or Ancient Izkuthii.
  • An Izkuthii attains a mask upon their connection, which may never be changed unless they are disconnected and then given a new mask.
  • An Izkuthii, to be forgiven, must first receive some sort of punishment from an Izkuthii higher than them. The actual process of being forgiven is marked within the Ancient Ability ‘Llahir’s Forgiveness: Consecration”
  • An Izkuthii who is disconnected may not recall any information of Izkuthii abilities gained during their time as an Izkuthii. If they’re told again, they may know them as any other person.
  • A Runuurii has one month to be reconnected by the Ancient who disconnected them, or they must suffer a PK. A timestamped dated screenshot of the disconnection RP must be taken by the Ancient who performed such.
  • Should an Ancient break the Code, they suffer as a Runuurii, however they will end up PKing no matter what. In the month prior, they can grant someone else their Ancient status still.

 


 

Izkuthii Tiers/Growth

Spoiler

Izkuthii go through a progression system somewhat akin to that of a mage/spellcaster in the sense that they have five “tiers” in which they may progress. Each stage of Izkuthii has a minimum required time of being within, and they do not progress higher until their teacher allows it through the use of the Runuurii/Ancient Ritual “Llahir’s Advancement.” As detailed below, an Izkuthii will go through numerous changes both physically and mentally as they go through their given stages:

 

Tier 1 - Fledgling

The Izkuthii has been freshly made, through receiving their mask. At this point, their mentality will shift to make them more prone to tricking and stealing, finding the actions to be almost enjoyable to them. They gain access to a limited number of Izkuthii abilities, and in this stage are meant to prove their worth as an Izkuthii before progressing to become an adult.

 

A Fledgling Izkuthii’s Immortal Form gains a third eye centered upon their forehead.

 

Tier 2 - Adult

At this stage, their passive urges to trick and steal grow more pronounced, now difficult to fend off unless they choose to embrace it. Their pool of abilities grows, allowing them far more uses when within their Mortal Form, as well as a smaller number of higher-end abilities when within their Immortal.

 

An Adult Izkuthii’s Immortal Form gains a third eye centered upon their forehead, as well as a pair of horns of their own design - capable of being shifted into various appearances, so long as they are always present to some degree.

 

Tier 3 - Specialized

At this stage, an Izkuthii picks one area to focus on; Trickery, Thievery, or Luck. Any abilities gained, in both Mortal and Immortal Forms, will be a reflection of their choice. They will not have any access to abilities in the two areas they do not pick; A Luck Specialized Izkuthii may not perform abilities marked for Thievery or Trickery, and vice versa.

 

A Specialized Izkuthii’s Immortal Form gains an aesthetic difference based upon which specialization they chose. Additionally, their mentality will shift to focus entirely upon their specialization; a Thievery Based Izkuthii will find themselves prone to stealing, etc. If one opts to be a Luck Based Izkuthii, they will find themselves gaining an affinity for their element, liking things to be determined by chance rather than skill. Though this does not stop them from cheating in any case reliant upon ‘luck’.

 

A Trickery Based Izkuthii will find that four-leafed clovers seem to sprout under their feet after they stand in place for five or more minutes, and will vanish upon the Izkuthii moving away. This works regardless of what material the Izkuthii is standing on.

 

A Thievery Based Izkuthii will find that the shadows and light seem to all bend towards them passively. This effect is minor and easily ignored at first, but after five minutes of remaining in one location, some emote of this must be made. These flickering shadows may never be used to disguise yourself.

 

A Luck Based Izkuthii has no openly viewable differences, but will find that in their Immortal Form they gain an inexplicable luck, in addition to a clumsiness. When outside of combat, they will find that they are innately clumsy, and will do things such as tripping, or knocking mugs off tables accidently, every so often. But their luck picks up in each case, allowing them to catch themselves - or miraculously catch the mug rightside up out of the air. This is aesthetic only and gives no precedence in combat.

 

Tier 4 - Runuurii

A Runuurii Izkuthii may only be made by an Ancient. At this stage, they are considered ‘teachers’, who can create and progress other Izkuthii up to specialized. In terms of abilities, they are considered to be within all three specializations, and gain access to every Izkuthii ability minus the Ancient abilities. A smaller number of abilities purely to Runuurii and Ancient as well.

 

A Runuurii’s Immortal Form gains a minor form of the aesthetics to all specializations, lowering each to a smaller degree, to allow them to not have to constantly emote the different effects, but may emote one or the other every so often instead.

 

Mentally, a Runuurii gains the effects of all three specializations as well.

 

Tier 5 - Ancient

Ancient Izkuthii stand at the pinnacle of their kind, having access to all specializations and Runuurii abilities. They may disconnect other Izkuthii, and forgive them through the use of “Llahir's Forgiveness: Consecration”. A number of higher end ritual abilities exist within this category to allow for the foundation of Izkuthii cults with the aid of Runuurii.

 

An Ancient’s Immortal Form gains all the effects of previous levels of Izkuthii, as well as a second set of horns in addition to their first. Mentally, they gain the same effects as Runuurii, as well as an intense desire to protect any and all of their fellow Izkuthii, and to follow Llahir’s Will to the absolute fullest.

 

An Ancient may create new Runuurii. Additionally, at any point should an Ancient wish to give up their status, they may transfer such to any Runuurii of their choosing, and lower themselves down to Runuurii themselves.

 

Anytime one becomes an Ancient, they gain an innate knowledge on who Llahir is, as their patron. This is meant to be private and their urges will cause them to keep such hidden outside of smaller references to Izkuthii they deem to have “earned” such. Lastly, up to THREE Ancient Izkuthii may exist at any given point in time.

 

Red Lines:

  • Fledgling, Adult, and Specialized Izkuthii fall under one base CA, though progression is marked through a comment on their given application.
  • A comment must be made on the original CA when an Izkuthii is made into a Runuurii. A Feat-MA must also be made, with the Ancient responsible for the advancement commenting with their accepted Ancient CA.
  • An entirely new CA must be made in order to become an Ancient, with the Ancient responsible for the advancement commenting with their accepted Ancient CA.
  • If an Ancient Position is vacated, any Runuurii may lay claim to such through a CA made after contacting the Lore Team. The Ancient whose position is taken must have been offline for more than 2 IRL weeks(Or off the character). If the Ancient contacts the LT to inform them that they physically cannot access the server, a comment may be made on their CA and they will be exempt from losing their Ancient status. If you’re doing exams, you’re also exempt.
  • If you have your position as Ancient taken, you lower to Runuurii.
  • The Izkuthii mental effects may not be ignored and must be RP’d to a noticeable extent during the duration of any RP lasting 30 minutes or longer. You cannot play at being perfectly normal. The same applies to the physical aesthetic effects when in your Immortal Form.
  • The horns and eyes associated with Izkuthii in their Immortal Form may be shapeshifted away, but in doing so they lose access to all other abilities until they return.
  • Three Ancients may exist at any point.

 


 

Izkuthii Specializations/Mentality

Spoiler

Upon reaching the third stage of Izkuthii, they are allowed to pick one of three areas to specialize in. Each of these given areas brings them a new list of abilities to cast and use, and will greatly affect how they behave until they are made into a Runuurii.

 

Though these mental behavioral changes are not enforced enough to punish an Izkuthii for failing to adhere to their urges, they must roleplay the intensity of the urge pulling at them if they do, causing a constant nagging ache to their mind during this, and making focus on other tasks difficult. This is entirely ignored if the desire to act has been met.

 

Thievery

This specialization will bring an Izkuthii a great affinity for stealing, finding the urge to be almost irresistible at times. In following the Trickster’s Code, this affinity will never appear to be aimed at other Izkuthii or known followers of Llahir’s Will. The level of severity for these urges grows depending on the amount of time spent ignoring them. If minor actions of thievery are taken every day, then they will remain just as that. Ignoring them entirely for a week however, will bring the Izkuthii’s urge growing enough that multiple smaller acts, or one large act - such as a heist - will be needed to get rid of such.

 

Trickery

This specialization will bring an Izkuthii a great affinity for acts of trickery, with either words through the use of lying, or actions through the use of pranks. Much like Thievery, these urges are small; things such as telling someone a wrong name for no reason, or putting a bucket over a partially open door frame. When ignored, these urges grow, until a week in an Izkuthii’s urges will cause them to perform greater acts, scaling to affect larger amounts of people - upwards of ten in a single act.

 

Luck

This specialization is focused on games and gambling. Though “luck” is a major part of it, skill-based games such as chess can count as well. These Izkuthii gain the urge to play against others and place bets on their different games. Due to the intensity required compared to the other two specializations however, these urges develop slower, urging the Izkuthii to play at least one game with a bet against someone per IRL week. If this urge is ignored for one month, the urge will grow in the form of increasing bets. If they properly feed this desire, their bets could be as small as fifty mina or equivalent. If ignored, it may grow as much as an entire house or structure, or an old item, or large sum of money.

 


 

Mortal vs. Immortal Form

Spoiler

All Izkuthii, regardless of their given stage, have two forms to enter - “Mortal” and “Immortal.” Their Mortal Form is where the largest chunk of their day to day abilities are found, and also when they look most like their normal selves, unless shapeshifted to be otherwise. In theory, an Izkuthii only needs their Mortal Form in order to function and behave as a full Izkuthii. The Immortal Form however, comes into play for their higher-end abilities and functions, as well as their fewer number of combative abilities. In this form, they also have access to all abilities of their Mortal Form as well. The only restriction on abilities is that their Shape Shifting may not disguise their Horns or Eyes.

 

To change forms, an Izkuthii must conjure forth their mask, or absorb it back into their being. As a representation of their curse, having it present brings forth the Daemonic energy that is infused into their soul, and grants them their boons. The process of changing can not be done easily in the span of an RP scenario, as it takes an IRP hour to perform.

 

Mortal Form

In this form, the Izkuthii gains roughly two-thirds of their granted abilities, allowing them to function as an Izkuthii to a decent enough extent, minus their high-end abilities. In terms of physicality, they maintain all of their organs and appearances as a Descendant, with one difference: Their blood appears to maintain swirls of purple within it, visible upon close inspection on the blood itself. This classifies as Daemonic Ichor for any magic or alchemy that requires such. They have no horns or third eye, and appear as they did entirely prior to becoming an Izkuthii.

 

An Izkuthii who uses shapeshifting in this form must bear in mind that they have organs and blood, and shapeshifting does not necessarily grant them any more of these. Any shapeshifted form must apply to this; adding an extra limb would bring you lightheadedness due to a lack of proper blood. Adding in horns or other features would do the same, and if they are wounded, you would begin to bleed from them to the same extent as though they are flesh. Any shapeshifting done may not grant actual boons, such as flight or unarmed claws or gills, and the hardest such can be is to the level of bone(though it can’t offer protection).

 

Immortal Form

In this form, the Izkuthii has access to all of their Mortal Form abilities, as well as any other higher end ones. Their physicality also changes, as the majority of their organs disintegrate and their body becomes infused with energy. At this point, they no longer need to eat or breathe, and gain a number of physical effects. Their Mask will appear somewhere upon their head, unable to be removed or hidden, as well as a third eye on the center of their forehead. Once an adult, a set of horns appears as well. Ancients gain two sets of horns.

 

These horns, masks, and the third eye, may not be hidden through the use of shapeshifting by any means. Though at the same time, their lost organs are replaced with further blood, and that along with their increased prowess as an Izkuthii allows them more freedom when shapeshifting, capable of changing their appearance entirely, up to two feet in any direction. Further details are provided under the Shapeshifting spell. Additionally, an Izkuthii in this form has a lowered sense of pain - lowered by one third of the usual amount. This allows them to, at least in their reactions,  ignore minor wounds and cuts.

 

An Izkuthii in their Immortal Form, gains a weakness to both gold and deity/holy magics. If harmed by either, they will not heal from such, even if they return to their Mortal Form. They must visit one of the Pools of Llahir, created by an Ancient, in order to mend such beyond a natural clotting of the wound.

 

Red Lines:

  • Izkuthii in their Mortal Forms, possess the same organs as anyone else, and the same downsides.
  • In their Immortal Form, an Izkuthii has access to all of their abilities, including those in Mortal Form.
  • Izkuthii are infertile in any form.
  • Izkuthii pain is partially lowered in Immortal Form, but this cannot go past a minor change, and they cannot emote not caring for anything more than smaller wounds.
  • The Izkuthii third eye technically functions, but does not grant any new level of sight/new perspective.
  • Izkuthii in their Immortal Forms will not be capable of healing from gold or holy magic unless healed at the Pools of Llahir.
  • Izkuthii horns, eye, and mask may not be shapeshifted away when in the Immortal Form.
  • In their Immortal Form, an Izkuthii is immune to poison and disease; though they may not change forms when brought into pain from poison, and any poison/disease will return upon re-entering their Mortal Form.
  • Izkuthii Masks are durable, like a slab of concrete, though weightless at the same time. When struck, it will take at least two solid mace swings or equivalent/greater to break it. Should the mask be broken, the Izkuthii will be trapped in their Immortal Form, though with no access to any ability but “Repairing of the Mask”

 


 

Izkuthii Feeding

Spoiler

All Izkuthii must feed in order to prolong their existence. The exact method of doing such is split into four different abilities, all marked under “Mortal Abilities.” One exists as a basic method of feeding not specific to any of the three specializations. The other three methods of feeding are split, one to each of Luck, Trickery, and Thievery.

 

Any Izkuthii, regardless of their given stage, must perform feeding once per two IRL weeks. Should this be ignored, they will be forced into their Immortal Form in terms of appearance/physicality, though without access to any of their abilities minus their feeding. If they fail to feed for another two IRL weeks, they will perish through a PK.

 


 

The Izkuthii Temptations

Izkuthii may gain what are known as Temptations throughout their growth, granting them specific boons along with additional drawbacks related to such. These are created by an Ancient through the same process as their Imbuement ability, though with the added difference that the Izkuthii gaining such must be present and offering their aid(Unless the Ancient is crafting for themselves). In doing this, the Ancient binds the Temptation to the Izkuthii, so that no others - not even other Izkuthii or themselves - may make use of it.

 

A Fledgling Izkuthii may have zero Temptations. An adult Izkuthii may have one. A Specialized may have two. A Runuurii may have three. And an Ancient may have all five. The negative downsides of each will stack on top of eachother, and remain even should the temptation be stolen from them or broken.

 

Lastly, each item has up to four granted boons - a Normal Boon, a Luck Boon, a Thievery Boon, and a Trickery Boon. All items have the Normal Boon constantly, and any others are based around the granted specializations of the Izkuthii. Not all items have multiple Boons however. All have a curse as well that supersedes any granted Boon. The appearance of these Temptations are based entirely upon what item was granted Imbuement, and can be anything from plain and simple designs to extraordinarily complex ones.

 

Any Temptation requires a MArt Application to create. This is for logging purposes, and should be accepted so long as the lore and creation process is written properly. Additionally, an Izkuthii may opt to create their own Temptation rather than one listed as present - however, this will take up one of their given Temptation slots, and will be judged as any other MArt rather than being assumably accepted off the bat like the others.

 

Should an Izkuthii temptation be stolen or broken, they may have one of the three Ancients reforge them. This is costly however, and as a punishment the Izkuthii will be locked into their Mortal Form with only the ability to feed and shapeshift for 2 IRL weeks per broken/lost temptation.

 

The Tome of Wonders

Spoiler

This book is filled with many blank pages, that seem to never truly run out regardless of how much is written within. This is inexplicable in how this is done. To access any of the book’s abilities, the words written must be made through the use of the Izkuthii’s own blood in place of ink.

 

Normal Boon:

Anything written within the tome can spring to life in a visual illusion around the person in a 3 block radius. These are merely visual illusions and will not be capable of harming anyone or making anyone believe they are being harmed, due to the lack of any additional input placed in the illusion. These illusions continue as long as the Izkuthii continues to read through the book, be it through whispering the words or saying them out loud, and the illusions will shift to match their story.

 

Thievery Boon:

The Izkuthii can, through the OOC consent of another individual, have a memory of theirs stored within the Tome. This requires for the person to accurately describe the full proceedings of the event in writing into the book, using a combination of both their own blood and the Izkuthii’s blood. Should the process complete, the memory will thereafter fade from the mind of the person giving the memory, and only appear within the book when used. The Izkuthii is allowed to change the wording to smaller degrees, to allow it to show half-truths.

 

If OOC consent is not given to taking someone else’s memories, the tome will still hold it as normal with any written story, but it simply will not fade from the mind of the person who gave the story.

 

Trickery Boon:

Passively, so long as the Izkuthii holds this tome in their possession, they may enact upon the three meter radius around them to conjure forth lesser illusions at will. These cannot be extreme, such as through the Illusionary World spell, but instead are non-physical glamours that cannot be felt or cause pain to anyone. An example of this being that you could form up what appeared to be a charged spell, but trying to fire it would not extend past three meters from you, and nor could it actually make someone think that they’ve been harmed if it did somehow connect.

 

Normal Curse:

The Izkuthii finds themselves, no matter what specialization they are, compelled to seek out other people and write down their stories. This forces them to go out and interact with the world around them using their temptation.

 

Thievery Curse:

Should the Izkuthii be specialized into Thievery, they will find their Tome of Wonders shaping to act more as though Llahir’s own book; a tool in which they are compelled to write down everything that they know. However, they constantly transfer their own memories to the book, and should they lose it at any point, they will forget everything, period, minus their Izkuthii abilities. A full amnesia until the book is returned to them or until a new book is made. If a new book is made, their old memories never return and they must start anew.

 

Trickery Curse:

The Izkuthii becomes disillusioned with reality, refusing to accept things as true, and always believing there is a secondary motive to things. An underlying fear takes hold that the entire world itself is nothing but one giant illusion hiding a truth, and this is impossible to shake off.

 

The Sword of Wonders

Spoiler

This Temptation is originally born as a “sword,” though through its enchantments can shape itself over the course of 1 emote to be any melee weapon of the Izkuthii’s choice, so long as it is based on slashing and not bludgeoning. The weight of the weapon will always change to match what it has changed into.

 

Normal Boon: The Weapon will never kill anybody, or even cause them true harm. Should a cut be made onto someone, they’ll feel pain, but no blood will flow. Should an organ be punctured, it will inexplicably function as normal. Additionally, should a limb be removed/cut off, it will remain functional on its own. For example, should you cut off someone’s arm, it will stay on the ground and be capable of crawling about and grabbing at things at the discretion of the one who lost their arm. If you remove someone’s head, they would still be capable of speech and breathing, and their main body could still move - separately to their head. At the end of any RP scenario, any “wounds” caused by this weapon fade and disappear. Lost limbs fly back in place; and if they are too far away to feasibly be returned, or destroyed, they break into energy and reform themselves from scratch.

 

Trickster Boon:

The Izkuthii can, after making contact with someone with the Temptation, leave them with a marking of an eye around where contact was made. This may only be done once per combat scenario, on one singular person, and happens the instant contact is made(must be detailed in the same emote as the swing). When done, the Izkuthii forms a link to that person for the duration of the encounter, in which when one of them takes damage, so does the other. This applies actual damage, rather than the fake the sword normally provides, should it be a strike on the Izkuthii that causes this link to act. However, the link will not act on any “fatal” injuries; if the izkuthii is stabbed where their heart would be, even if they are in their Immortal Form, it will not translate back to the person doing the stabbing. Thus, the Izkuthii can still die without the other person dying if their skull is pierced/head removed, or from blood loss if they are not tended to and the other combatant is.

 

Thievery Boon:

The Izkuthii can, during the creation of this Temptation or when they take the Thievery Specialization - recreating the MArt if so - take up to two spells as described within the “Spell Thievery” ability, and imbue them permanently within the weapon. This requires OOC consent from the person(s) providing the spell, as well as proof that a detailed explanation of the spell has been offered and how to use it. Should the magic that the spell is taken from ever be made inert, or the specific spell removed, the temptation must be remade. Once attained, the Izkuthii can use one of these spells per RP scenario permanently, cast through their weapon. Additionally, the spells fall under the same rule as the sword - incapable of truly harming or killing anyone. Any damage done by them will appear real, and hurt as such, but they will heal themselves upon the end of the RP scenario.

 

Normal Curse:

Upon receiving this Temptation, an Izkuthii finds themselves compelled greatly to only fight with this weapon. This is so effective in its urges that should an Izkuthii be robbed of this weapon, they will fight only with their bare hands, as any other weapon next to it would be an insult. This essentially makes killing others, even in defense of oneself or one’s secrets, impossible.

 

Trickster Curse:

The Izkuthii grows to not be able to stand the sight of pain in other people. If they see blood get drawn, they’ll always show a visible disgust, in their Mortal Forms perhaps going so far as to vomit. If they are under attack, this can be replaced partially, just enough so that they can fight back. But they’ll never be the one to instigate a fight themselves.

 

Thievery Curse:

In return for permanently gaining two spells within their weapon, the Izkuthii loses access to their Spell-Thievery ability permanently, or until this temptation is broken.

 

The Seed of Wonders

Spoiler

This temptation is shown through a small leather pouch of magical seeds, with only one capable of being utilized at a time. The pouch seems to produce its own seeds, and never runs out. When placed on the ground, the seed would burrow itself in and disappear, soon after an up to 10x10 meter open-aired workshop appearing.

 

Normal Boon:

In this workshop, the Izkuthii can freely manipulate everything within to work at forging whatever they would like, provided they have the materials. The items within would count as though a greater form of an Izkuthii’s “Imbuement” ability; wherein the illusions caused through the item can now be viewed by those other than the holder, and spread to where they strike(though causing no pain, it is all visual). Non-Combative items can be made in this as well, with illusions visible to more than just the holder.

 

Normal Curse:

Anything made within this forge would also bear a curse in addition to its Greater Imbued properties. Those who held these items would find them addicting to use, and unwilling to part with them after an IRL day of use. Should things made by this forge be taken away from their holder, the effect would vanish after one IRL day. Additionally, the Izkuthii themselves would find themselves with an intense urge to use the Seed of Wonders in order to con people - creating normal items within to sell, with others mixed in from time to time. If nobody is conned with this item within 2 weeks, the Temptation breaks.

 

The Ring of Wonders

Spoiler

This item exists as a ring of any design of the Izkuthii’s choice, allowing them to bypass restrictions to their physical body when within their Immortal Form.

 

Normal Boon:

When wearing this ring and stationary, the Izkuthii’s wounds would begin to mend on the spot as a pre-set rate. This can be done during combat, but during the emote of use the Izkuthii must be completely stationary, not moving other than to breathe - leaving them vulnerable to attack. The ring is only effective when within their Immortal Form.

 

Small Cuts/Bruises - 1 Emote

Long Cuts/Large Bruises - 2 Emotes

Deep Cuts - 3 Emotes

Broken Bones - 4 Emotes

Lost Limbs(The limb will dissipate and reform onto the Izkuthii’s body) - 5 Emotes

 

Normal Curse:

The Izkuthii, upon receiving this temptation, is given 3 RP deaths before they are required to PK. A death mark may be reversed should the Izkuthii perform 10 extra feedings.

 

The Necklace of Wonders

Spoiler

This Temptation allows an Izkuthii’s words to grow empowered, convincing people to believe their lies.

 

Normal Boon:

When activating the temptation, the Izkuthii has a minute to make (at most) 3 statements. They are able to make up to 3 people believe these statements unconditionally until they are proven to be false. Upon receiving proof that the statement is incorrect, the spell is broken. The necklace may only be used every 30 minutes, and only on an individual once per day(IRL). The statements as well must be within reasonable bounds of believability. Saying “I am god.” or something else clearly unreasonably disprovable is not allowed.

 

Normal Curse:

Should the Izkuthii be proven to have lied through the use of the Necklace, the temptation will break - needing to be reforged. The Izkuthii will owe the one who found them out a single favor, required to inform them of such, so long as the favor is not breaking any of the Trickster’s Code. Additionally, while having this temptation, the Izkuthii finds telling the truth exceedingly difficult, and will lie often for no reason at all.

 

Red Lines:

  • Should a Temptation break or become lost, an Izkuthii may lose most of their abilities for 2 IRL weeks per temptation lost, and have one reforged. The original item must be destroyed, and a comment on the MArt must be made.
  • In the case of the Sword of Wonders and the Thievery Boon/Curse, if the weapon is lost the MArt application must be denied and a new one made, with new spells if any.
  • Temptations give their curses at all times, regardless of if they are held in the Izkuthii’s posession, unless the Temptation has been broken.
  • Curses stack. In the case of the Tome and Sword, you can have all 3 from one. If an Ancient has all 5 items, they will gain all 9 curses.
  • A MArt is needed for documentation purposes only, for each Temptation made.
  • With the Sword of Wonders and Spell-Thievery, the one who provided the spells and informed the Izkuthii of their use must comment on the MArt.
  • When using the Necklace of Wonders, the 3 people must remain the same for all 3 statements.
  • The Necklace of Wonders does not force people to behave a certain way. For example, should you say in court to the judge “I am innocent!” and little be done to disprove such, he would believe it. But that does not mean he would judge you as innocent if the jury decreed you as guilty.

 

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Mortal Abilities

Spoiler

An Izkuthii’s Mortal Abilities serve as the main foundation of their functionality, including things such as their feeding and shapeshifting. As a whole, these allow an Izkuthii to function directly as a creature without completely outing themselves as a different creature, though without their curse manifested into their physical alterations, they do not receive their more “powerful” abilities. It should be noted that any time an Izkuthii intends to cast an ability, a white mist will seep from their palm as a “connection” emote. Their subtle abilities(marked in the spells themselves) will allow for this to be hidden via gloves, hands in pockets, etc.

 

As a whole, all of the given abilities have a “cooldown” as marked in the spell, in which for that amount of emotes after the casting of the spell, no different Izkuthii abilities may be prepared, cast, or manipulated. A short burnout period present between all spells. During this, an Izkuthii’s connection may be upheld, though no further abilities brought forth. The Cooldown begins the instant a spell’s emote-casting time is complete, even if the spell has a duration following after.

 

Fledgling Abilities:

Shapeshifting | [Feeding]Mark of Discord | Illusionary World

 

Adult Abilities:

Swarm | Color Spray | Cloak of Shadows | Llahir’s Gamble

 

Specialized Abilities:

[Feeding]Notes of Chaos | [Trick]Daemonic Pact | [Trick]Wordless Omen | [Trick]Phase Shift | [Thief]Thief’s Arsenal | [Thief]Emotion Thievery | [Thief]Deft Hands | [Luck]Llahir’s Judge | [Luck]Soul’s Gamble | [Luck]Retribution

 

Runuurii Abilities:

Illusionary World Beacon | Realistic Illusionary World | Shrine of Llahir

 

Ancient Abilities:

Pools of Llahir

 


 

Shapeshifting | Non-Combative(Passive Ability) | Fledgling

Emote Requirements: 1-4 Emotes

Cooldown: N/A

Spoiler

Description: The Izkuthii may passively shape their body, allowing for themselves to form various disguises to use in public, serving as a basic method of hiding themselves.

 

Mechanics: Over the course of 1-4 emotes depending on how much of themselves the Izkuthii is changing, they may change themselves to appear as any humanoid  race. 1 Emote would be for things such as longer ears, eye color change, hair growth, or any other single-aspect alterations to oneself. This scales up to 4 to change the Izkuthii into an entirely new person/appearance. It is important to note that the ability at this stage, must adhere to the fact that the Izkuthii has all of their organs and their shapeshifted form should not impede on this too much through larger changes. They can also harden their skin into the durability of bone for aesthetic purposes only, and appear as any sort of race or creature so long as they have the basic shape of a descendant. If an extra limb is made, it is considered ‘functional’ though weakens the other limbs proportionally to how many are made, as well as will cause the Izkuthii to feel lightheaded due to a growing need of blood to function with a new body part. They may not regrow lost limbs.

 

Specific Red Lines:

- This is for disguise purposes and can offer no actual aid in combat. If larger changes(such as added limbs or otherwise) are made, the Izkuthii will be constantly light headed due to a lack of blood.

- The appearance must be roughly humanoid at any given point.

- Lost limbs cannot be regrown through this spell. If you lose a limb, you’re locked to the amount of remaining limbs you have.

- Normal wounds can still heal naturally. While injured beyond minor scrapes, an Izkuthii cannot perform this ability.

- Shapeshifted appendages, extra or not, bleed as though normal limbs.

- Small size increases of up to 6 inches up or down are fine, though the strength of the Izkuthii does not change.

- No connection is needed to manipulate this, and no cooldown for other abilities exists.

 


 

[Feeding]Mark of Discord | Non-Combative | Fledgling

Emote Requirements: (1 Connect+1 Cast)

Cooldown: 3 Emotes

Spoiler

Description: This is the basic method in which an Izkuthii can “Feed” the daemonic energy that has taken to their body and soul - generally through the meeting of an Izkuthii’s passive urges.

 

Mechanics: Over the course of one emote after a subtle connection, the Izkuthii may place their hand onto a target individual, in which case they must roll a d20. On a roll of 1-9, the Target will suffer from an urge to trick and deceive others. On a roll of 10-18, the Target will suffer from an urge to steal from others. On 19-20, the Izkuthii must roll themselves to see what happens as the ability rebounds onto them. Should the Izkuthii following roll a 19-20, the Ability ends. Should these given urges be ignored by the one who ends up receiving the ability, mental voices will begin nagging and insulting at them over a period of one hour, starting after 10 minutes. Should nothing be done in this hour period, the Target will receive loud jeers in their mind for a moment, and a splitting headache that lasts for 3 emotes before the ability fades. This Ability requires for the Izkuthii to maintain a general knowledge of the Target’s whereabouts for the first ten minutes of the ability. That is to say, the Izkuthii doesn’t need to maintain eye contact or a specific distance, but should know where their target is (roughly) within a 20 meter radius. Such as knowing which house they are in but not where in the house. This relies slightly upon the Izkuthii’s ability to OOC communicate with their target. Once the first ten minutes have passed, the voices begin, as well as a single mark of an eye would appear on the Target where the Izkuthii touched them. The Izkuthii does not need to stick around any longer at this point.

 

Specific Red Lines:

- The Izkuthii may have the spell be cast onto themselves if the Target rolls high enough. This still counts as feeding, but only if the Izkuthii heeds the urges granted to them by the spell(or rolls within the safe boundary).

- This still counts as successful feeding if the Target of the spell(excluding rebounds) resists their given urges to trick/steal, as the Izkuthii cannot physically control them.

- For the Ability to “complete,” the Target must either resist their urges for the first ten minutes of the spell’s duration, or they must adhere to them. The spell continues after the initial ten minutes, but once the mark and the voices appear, the Izkuthii no longer needs to be aware of their whereabouts.

- The Izkuthii can “cancel” the ability at any time. If the Izkuthii cancels it, the feeding is a failure and must be redone.

- The target must be properly informed of how the Ability functions in private messages upon its use.

- Connection in preparation for this ability may be “Hidden” via gloves or other elements covering the Izkuthii’s hand. The person affected may not know anything is necessarily wrong until the voices in their head begin, and the Mark of Discord physically manifests after 10 minutes.

- For Trickery, the person affected cannot get by with a passive white lie. Something more severe must be done, even if it is still only a light trick. The same applies to Thievery - they cannot just take a random flower pot and walk away.

 


 

Illusionary World | Non-Combative | Fledgling

Emote Requirements: (1 Connect+3 Cast)

Cooldown: 5 Emotes

Spoiler

Description: The Izkuthii may create a stationary zone in which they can bring forth illusions, limited only by their imagination to affect the world around them.

 

Mechanics: After Connection, an Izkuthii may spend 3 emotes to conjure forth their granted energy into a space around them, a 5x5 square centered on themselves(In Runuurii, this augments to 7x7. For Ancient, 10x10). This energy seeps itself into the ground and vanishes. From that point on, the Izkuthii can manipulate the space within with free-form illusions to any degree, making entirely new worlds seem viable in such. The illusions are only seen from within the inside, and can take NO place in combat(though you can have someone be ‘harmed’ by these illusions and feel pain, it will go away the moment the ability ends). Attempting to harm or grab someone in this Illusionary World will result in it immediately fading and giving them a chance to react. When inside of such, it takes two emotes for any new illusion to be made, one of preparation and one of execution. For those outside, they’d simply see the Izkuthii standing in place, white mists flowing out of their palms and filling the space with each new illusion. If OOC consent is given by those affected, an Izkuthii can do away with the 2 emote requirement per illusion, and manipulate such in a much more freeform manner.

 

Specific Red Lines:

- This ability is stationary and lasts until anyone within, the Izkuthii included, is about to come under actual harm or the Izkuthii leaves the area.

- Izkuthii can grant certain people the ability to see through the illusion at their discretion, so long as this is not used in ANY sort of combative way. This includes trying to pickpocket/rob people.

- The illusions are only visible when inside of the radius. Should someone escape it, they will find themselves capable of seeing the truth without any hindrance.

- With OOC consent from all within the illusionary world, the Izkuthii can manipulate them freeform.

- The Illusions may not physically stop someone from escaping. You can dissuade attempts, via making things look impossible - like a cliff is in front of someone, etc. But should they attempt anyways, they will escape.

 


 

Swarm | Non-Combative | Adult

Emote Requirements: (1 Connect+1 Cast)

Cooldown: 4 Emotes

Spoiler

Description: As a method of distracting others, the Izkuthii may conjure up a swarm of flying insects to distract their foes, offering them a chance to perform other actions or make an escape while others are preoccupied with the conjured insects!

 

Mechanics: One emote after a subtle connection, a swarm of flying insects of any variety will appear within a 3x3 radius of the Izkuthii’s choice within 10 meters of them. These insects will not be harmful, and will be docile, but will very much exist and be real. They will remain within the swarm for 2 emotes before splitting off, very confused as to how they got to where they are. After the initial casting, the four emote cooldown wherein the Izkuthii cannot cast or manipulate any other abilities begins.

 

Specific Red Lines:

- The insects summoned are docile and will not attack/harm anyone, regardless of any stingers/poisons naturally present within them.

- The area will remain regardless of the Izkuthii’s presence, allowing them a chance to flee or perform some other action during its duration.

- The insects are actually summoned. From where? Who knows. But they exist and behave normally after the spell ends, with the pretense that they still won’t attack anyone and will flee if attacked themselves.

 


 

Color Spray | Combative | Adult

Emote Requirements: (1 Connect+1 Cast)

Cooldown: 1 Emote

Spoiler

Description: The Izkuthii may conjure forth the elements in order to blind their foes in a short cone in front of them, with the most powerful substance known to man - colored sand.

 

Mechanics: Through the use of one emote after Connection, an Izkuthii may conjure forth colored, finely powdered sand in a 3 block cone in front of them in attempts to briefly blind those before them. This cone, through its 3 blocks of range, starts as one block wide, then three, then five - expanding more the further away it gets until capping at that point. Anyone directly struck within this area will find themselves half-blinded and sneezing for two emotes. The next emote after the casting of this ability, the Izkuthii undergoes their 1 emote cooldown wherein they cannot begin casting or manipulate any other abilities.

 

Specific Red Lines:

- This ability conjures forth finely powdered and multi-colored sand. It must hit someone in the face for it to function.

- The AoE of this spell starts at one block away from the Izkuthii, expanding to 3 blocks wide for the next block, and then 5 for the third.

 


 

Cloak of Shadows | Non-Combative | Adult

Emote Requirements: (1 Connect+2 Cast)

Cooldown: 5 Minutes IRP

Spoiler

Description: The Izkuthii conjures forth their energy, allowing themselves to be cloaked within darkness, and their noises muffled, to allow them ease within actions requiring stealth.

 

Mechanics: The Izkuthii, after connecting, conjures forth their energy over two emotes to then funnel back into their body. After, they will find that when moving, light seems to bend away from them, and shadows towards them. They are thus capable of stealthing with more ease, and will be notably more difficult to detect when moving. This does not make them invisible, and those with highly skilled perception may be able to spot them still. This effect making them more difficult only takes place when the Izkuthii is moving and not stationary however, and only feasibly effective in dim light areas or night time.

 

Specific Red Lines:

- For the sake of this spell and continuity, the roleplay scenario is considered “Night” so long as the spell is cast when it mechanically is so.

- This spell makes it far more difficult to see when moving, though not impossible and has no effect when standing still. Thus, it is impossible to use it to “spy” roleplay where you are MCly in view of someone standing perfectly still, and forcing them to show you their emotes still.

- This spell lasts for as long as the Izkuthii would like within a single roleplay instance.

- Jogging on the spot is standing still. You need to be actively moving around.

 


 

Llahir’s Gamble | Non-Combative | Adult

Emote Requirements: (1 Connect+1 Cast)

Cooldown: 1 Emote

Spoiler

Description: The Izkuthii may shake hands with a given target, forming a binding pact on any bet of their choice, skill based or not.

 

Mechanics: In a battle of wits, the Izkuthii can form a connection with another willing combatant and partake in a gambling match. Upon figuring out the stakes and the punishment, the Izkuthii must shake hands with the person and the mark of a lock will appear on both of the people’s arms. Once this is in place, the game must be played until one loses or forfeits. The stakes may be whatever the two agree upon

 

Upon defeating the other in whatever game is chosen, the lock fades from the victor. The loser will suddenly feel a large presence weighing in their mind, urging them to fulfill the agreed terms. Should they not fulfill said requirements by the end of whatever time period was determined, the punishment that was agreed upon will come into play. The punishment may only be something to do with the loser’s body. For example, if they do not fulfill the agreement, they may lose their sight. Punishments may not be healed, as it changes the soul blueprint with it.

 

An example of this is placing a bet on who would win an arm-wrestle. If the bet is two hundred mina, and the prior-determined punishment for failing to pay within the next hour is the loss of one’s arm for a day, they would then play the game. The loser would instantly feel a nagging urge to pay the winner. They may ignore this however, and if they do - they will find their arm vanishing off their body, leaving behind no wound but a stump. In one day’s time, it will reform seamlessly.

 

Specific Red Lines:

- OOC consent is required for any punishment lasting longer than a day, up to indefinitely.

- It MUST BE MADE clear PRIOR to any OOC consent being given, that the soul blueprint is changed with this and as so, no punishment can be healed.

- You can’t force this on someone. They must RPly be willing, be aware of all of the terms beforehand, and then agree to it.

- Punishments cannot be lethal.

- Punishments cannot do things such as adding limbs, but beyond that anything both physical or mentally is allowed. Punishments cannot be bonuses/things people ask for.

 


 

[Feeding]Notes of Chaos | Non-Combative | Specialized

Emote Requirements: (1 Connect+2 Cast)

Cooldown: 1 Emote

Spoiler

Description: This ability allows for an Izkuthii to do an advanced form of Feeding beyond Mark of Discord related to their given Specialization. This does not get rid of Mark of Discord, but is simply a new option to perform instead of Feeding.

 

Mechanics: This ability splits into three categories based on the Specialization of the Izkuthii. Each requires two emotes past connection - one to further form the given energy of the Izkuthii over one of their palms, and a third to shake the hand of the person they are performing the ability on. Prior to a hand shake, the full rules/details of what follows must be explained in RP to the target. The target as well receives either a minor, medium, or greater boon or bane depending on if they fail or succeed in their task, as well as the severity of it. The Boons/Banes will be described below. The three methods of casting Notes of Chaos are as follows:

 

Trickery Izkuthii can ask someone to con an item for them. As such, the recipient of this spell will be required to sell a useless item(such as a vial of water) for as much as possible in either mina or trade. The price “goal” for this item should be declared beforehand. If the price given is worth what the item is actually worth, the minor boon is granted. If the price is double, the medium boon is granted. If the price is triple, the greater boon is given. If the target fails to con someone into purchasing this item in an aforementioned amount of time, a bane of equal severity takes its place instead.

 

Thievery Izkuthii can ask for someone to steal an object for them. A generic item such as “A sword” will give the target a minor boon. A specific item such as “Joe’s Sword” will give the target a medium boon. A specific item dear to someone such as “Joe’s dead father’s sword” will give someone a major boon. Failure to retrieve this item in an aforementioned amount of time will result in a bane of equal severity.

 

Luck Izkuthii can play a short and simple game with their given Target, such as guessing if a six sided die will land on odds or events. Should the target guess right/win in whatever luck-based bet they perform, they will gain a minor boon. If they fail, they will gain a minor bane. Their next will either be a medium boon/bane, or it will retrace the boon/bane they have already received if they have won the first guess and lost the second, or vice versa. They may keep playing until the target has up to a major boon/bane(stacking with the lower), though for it to count as a feeding for the Izkuthii, at least 3 games must be played. The game must stay the same during all attempts.

 

Minor Boons/Minor Banes

Make a person feel happy, or make a person feel sad.

Make a person clumsy, or make a person graceful.

 

Medium Boons/Medium Banes

Make a person age physically to appear elderly, or appear younger.

See better in poor conditions, or see worse in good conditions.

 

Greater Boons/Greater Banes

Make a person slightly stronger, or make a person slightly weaker.

Make someone have an LSD High, or make them have a really bad trip.

 

Greater Boons/Banes can exist for 1 hour. Medium Boons/Banes can exist for 1 day. Minor Boons/Banes can exist for 1 week, or up to indefinitely if the target OOCly consents. The above list are example boons/banes, and others of equal nature can be performed by the Izkuthii as well.

 

Specific Red Lines:

- There is no way to hide this ability. The other person must consent to it RPly(not OOCly unless its for an increased duration on minor boons and banes).

- An Izkuthii may only perform the function of this ability related to their specialization, unless they are Runuurii/Ancient.

- If the greater boon/bane is used to make someone “slightly weaker” or “slightly stronger,” this is a half-step up from their base race. A human would then become slightly stronger than normal, but not as strong as an orc. Or they would become weaker to an equivalent amount.

- Everything is entirely aesthetic up until the Greater Boons/Greater Banes, in which they come to actually benefit/harm an individual.

- As with all Luck-Based Abilities, the Judge(as in the passive Llahir’s Judge ability), will become present to both Izkuthii and Target in its full state, if this is cast by a Luck-Based Izkuthii.

 


 

Daemonic Pact | Non-Combative | Trickster

Emote Requirements: (1 Connect+5 Cast)

Cooldown: 1 Hour IRP

Spoiler

Description: The Izkuthii may make a deal with someone, binding them together in a common cause that cannot be broken by either party without a high form of risk.

 

Mechanics: The Izkuthii, casting this upon a willing subject, must mention throughout the casting a common cause/goal that is shared among both the Izkuthii and the target. In doing this, they agree to not work against the other in any way related to this goal. Additionally, they agree upon a punishment for breaking such ahead of time, following the same rules of punishment detailed in Llahir’s gamble; any non-lethal effect, mentally or physically, that can prove either as an annoyance or major detriment to the offending party. Once this is cast onto someone, both the Izkuthii and the target will receive a marking symbol of an eye upon their body in a discreet location, mirrored on the both of them. This lasts for up to 1 IRL week before it fades, and the ability disappears. With OOC consent, this ability may last for as long as is agreed upon OOCly beforehand.

 

The Izkuthii may only have this ability active on up to 3 people at any given time.

 

Specific Red Lines:

- Screenshots should be held by the Izkuthii with a timestamp and date, for anyone the Izkuthii has currently under this ability.

- This ability may last up to 1 IRL week without OOC consent.

- Upon the first offense, the spell will break, and the punishment will be given out to the offending party.

- Working against the other is defined through either physical or social actions taken to stop/hinder the other party from reaching their shared goal.

- An example of a shared goal is something such as, “Seeing x person be publicly shamed,” or something that normally they shouldn’t work together on - “Becoming elected into x position.” A Daemonic Pact like that would imply that in campaigning against one another, they could not insult/belittle the other and would have to focus on their own benefits rather than their opponent’s flaws.

- The hour cooldown of casting other abilities begins upon the moment of the spell’s initial casting.

 


 

Wordless Omen | Non-Combative | Trickster

Emote Requirements: (1 Connect+1 Cast)

Cooldown: 5 Emotes

Spoiler

Description: The Izkuthii may make physical contact with someone, taking away the use of their tongue in relation to one chosen word.

 

Mechanics: A single word of the Izkuthii’s choice may be chosen, after making a subtle connection. Upon making physical contact with someone, unbroken for one whole emote, that word will then be unable to be spoken by the one touched for up to 1 IRL hour. Any attempts to say the word will result in the target becoming tongue-tied in any aesthetic way they want; simply normal failure to speak, or saying words that rhyme, or just saying the complete wrong thing. With OOC consent, this ability can go for as long as the person under its effect and the Izkuthii agree upon.

 

Specific Red Lines:

- Only lasts for 1 IRL hour without OOC consent.

- Only capable of being used on one person at a time, per RP scenario. For example, if no OOC consent is given, you may not re-cast this ability until its duration runs out on the target. If OOC consent is given for longer, say a week, then you can cast it on other people in that time - you don’t lose your ability.

- The connection emote for this spell is capable of being performed subtly, mostly hidden through gloves/ways of hiding the hands.

 


 

Phase Shift | Combative | Trickster

Emote Requirements: (1 Connect+2 Cast)

Cooldown: 7 Emotes

Spoiler

Description: This ability allows for an Izkuthii to escape danger when in their Mortal Forms, serving as a method to flee and stun foes more than anything.

 

Mechanics: Over the course of two emotes after connection, an Izkuthii builds up their energy around their body and turns themselves into a spectral version of their normal appearance, transparent. In this state, they are incapable of interacting with the world around them, and also incapable of being interacted with. Should they pass through anyone, or anyone through them, during this state - the person who did so will be struck with a pre-set illusion lasting for 2 emotes. This pre-set illusion can be anything of the Izkuthii’s design. This may only be done on up to three people, and this form as a whole lasts for 5 emotes.

 

Specific Red Lines:

- This state lasts for 5 emotes.

- Preset illusions can be anything from seeing time seem to fall to a halt, to finding oneself upon a deserted island. The one under this effect is physically stationary while this occurs, incapable of moving outside of within their illusion.

- The preset illusion will be the same for all people affected, and can only affect up to a maximum of three.

 


 

Thief’s Arsenal | Non-Combative | Thief

Emote Requirements: (1 Connect + 1 Cast)

Cooldown: 1 Emote

Spoiler

Description: An Izkuthii may conjure forth a small shimmering portal of any color of energy, drawing from it a variety of useful tools for their work.

 

Mechanics: An Izkuthii can, one emote after casting, create a shimmering portal one foot in diameter around them. They may stick their hand in and draw out anything that could feasibly fit into such a space that related to their work - tools to steal or trick with, lockpicks, small weapons, or stolen goods that they are attempting to hide away. They may place objects within this extradimensional space in the same manner.

 

 

Specific Red Lines:

- This may only hold small objects capable of fitting within, upwards to a sword or a large coil of rope.

- Magical enchanted items, not including Izkuthii Imbuements, cannot be placed in this space if their purpose is combative. Non-Combative is fine.

- You must still have the items mechanically on you to roleplay them as hidden in this space or to pull them out. A shulker box to represent such is recommended, though not required.

- If an izkuthii dies, the contents of this space spill out around them(excluding soulbound items OOCly).

 


 

Emotion Thievery | Non-Combative | Thief

Emote Requirements: (1 Connection+2 Cast)

Cooldown: 3 Emotes

Spoiler

Description: The Izkuthii may make contact with a targeted individual, finding themselves capable of, after a short time, taking away an emotion from them - or granting them a stolen emotion instead.

 

Mechanics: After holding unbroken physical contact for two emotes after a subtle connection, the person the Izkuthii is touching will find that one emotion of the Izkuthii’s choice has been taken from them. This is immediately noticeable to the person in question. This lasts for up to an IRL hour, in which time at any simple touch from the Izkuthii, no abilities/emote counts required, they can transfer the stolen emotions to someone else for that same IRL hour duration, perhaps giving them a rush of happiness or sadness. The emotion taken must be able to be described in one word(Happiness, Sadness, Hate, Anger, etc).

 

Specific Red Lines:

- This ability can cause someone to lack an emotion for 1 IRL hour, or gain one for an IRL hour if the Izkuthii has already taken said emotion from someone else within the same amount of time.

- This ability may not be permanent, even with OOC consent.

- The person(s) affected can immediately tell that something strange has been done to them. Perhaps not who exactly did it, if multiple people were in physical contact with them, but it’s enough to call out the Izkuthii if they were the only one.

 


 

Deft Hands | Non-Combative | Thief

Emote Requirements: (1 Connection+2 Cast)

Cooldown: N/A

Spoiler

Description: The Izkuthii may create a zone around them capable of being utilized in tandem with their other abilities, to better aid them in performing acts of theft requiring sleight of hand.

 

Mechanics: Upon the casting of this ability, showing as a faint shimmering of energy - barely noticeable unless people are standing within it - will spread out from the Izkuthii in a 5x5 area centered on them. This ability may exist constantly, even throughout other abilities provided that this one is cast first. Within this area, the Izkuthii gains a few abilities to use:

 

Planting - The Izkuthii teleports a small, hand-held sized or smaller object into someone’s pocket or bag.

Showmanship - The Izkuthii can produce small, harmless objects such as dice or cards from thin air.

Swapping - The Izkuthii can swap two items seamlessly provided that both are within the Izkuthii’s grasp.

Pickpocket - With OOC consent, the Izkuthii can teleport an object they know about that can fit within their grasp into their palm, provided the object was out of sight prior.

 

Specific Red Lines:

- Pickpocketing done with this requires OOC consent from the one being pickpocketed. Nothing else needs this.

- This ability may exist throughout the existence of other abilities, but Deft Hands must be cast first.

- The items that this ability is used on do not need to be in line of sight.

- Deft hands is the only ability capable of being manipulated during the cooldown of other abilities.

 


 

Llahir’s Judge | Non-Combative(Passive) | Luck

Emote Requirements: N/A

Cooldown: N/A

Spoiler

Description: The Izkuthii, upon receiving the Luck Specialization, attains a passive watcher, a “Judge” said to be one of Llahir’s thousands of personalities and disguises granted onto them, providing several factors.

 

Mechanics: This Judge appears as any sort of humanoid or monstrous appearance of the Izkuthii’s choice, having its own personality - though never speaking and only showing this through actions. As a base premise, this ability is mostly aesthetic. At a base level, the Judge is visible only towards the Izkuthii they belong to, as well as other Izkuthii nearby. The judge can appear as tall as an olog, or as small as one foot in height. They can be as terrifying as a demon, or something adorable, such as a chibi version of their normal self.

 

The Judge has a will of its own, not at all beholden to the Izkuthii themselves, changing their appearance at their own discretion. They are incapable of interacting with the Mortal Plane and incapable of being interacted with, outside of specific abilities that detail such or to the Izkuthii themselves. However, the Judge will always act as a fair mediator for the Izkuthii in all of their abilities; anyone being targeted by an Izkuthii ability now capable of seeing the judge watch and be the one to act on such(Example: If the Izkuthii were to take someone’s arm through Llahir’s gamble, it would be the Judge who takes it). If the Izkuthii were to cheat in any of their games/abilities, the Judge would reprimand them - a smack on the back of the head that only the Izkuthii and the target could see, or something of equal nature.

 

Additionally, the Judge may opt to show themselves to a single person not including the Izkuthii at any point in time. This does not make them interactable by any means, and the Izkuthii themselves cannot control whom or when the Judge elects to do this with.

 

Specific Red Lines:

- The Izkuthii is given the OOC trust to control how the Judge acts and behaves in RP, though their Izkuthii character has no control over this themselves.

- The personality of the Judge is shown through their actions, as they are incapable of speech. This is rumored to be one of Llahir’s thousands of different personalities made manifest to the izkuthii themselves, though there is no definitive proof of this, and the ability itself - like many of Llahir’s boons - is an enigma.

- The only constant within all granted Judges amongst the Izkuthii, is that they will be a fair mediator and physically(though minorly) reprimand the Izkuthii if they cheat in one of their schemes.

- The Judge cannot interact or be interacted with outside of reprimanding the Izkuthii, as well as through the use of other abilities - as they are now the one to enact any boons/punishments/banes/results from any Izkuthii ability. This is simply an aesthetic difference tied to their granted abilities now.

- The Judge may opt to randomly show themselves to people in an encounter. The Izkuthii cannot control this. The Judge will only be visible to one random person of its choosing, and will do little but idle and stare. They may opt to make the Izkuthii look scarier than they truly are by standing over them, if the person in question is an enemy marked in Llahir’s Will, but again this is only aesthetic. He will never appear during combat.

- When the judge appears to someone else, he disappears to the Izkuthii he belongs to and any others around. Only he knows who he appears to and what he does.

 


 

Soul’s Gamble | Non-Combative | Luck

Emote Requirements: (1 Connect+1 Cast)

Cooldown: 1 Hour

Spoiler

Description: The Izkuthii may, through the use of their granted Judge, make a gamble with a given target to a much higher degree than their other abilities, with rewards/risks outweighing the others.

 

Mechanics: The Izkuthii and the Target must both agree and shake hands on a deal of their collective choosing, the Izkuthii connecting prior, and casting the spell during the handshake. The Izkuthii and Target may, through the use of the Judge, agree to one of two different types of gambles, tied to a game based entirely upon chance. Should either party attempt to cheat, the Judge will hold a hand up, and the ability will conclude with the cheating party counting as having lost.

 

Soul Wager:

The pair can wager onto eachother their servitude, provided that neither breaks the Trickster’s Code in doing so. This servitude will last for up to one IRL month, with the exact time determined as part of the RP deal. During this time, should the Izkuthii come out on top, they will not be required to feed. If they fail, they will be required to feed once every IRL week instead of once every two IRL weeks, on top of their given servitude. Should either party attempt to subvert their servitude, the Judge would appear to them in a terrifying appearance, forcing them to follow through - physically grabbing and manipulating their body if need be.

 

Body Wager:

The pair can wager to each other whole body parts - such as entire fingers, hands, or limbs. It cannot be part of such, and must be one joint onwards. Should this be taken, the loser will find the limb vanishing harmlessly off their body, replaced by an incorporeal and ghostly replacement. The winner may now conjure that limb wherever and whenever they please outside of combat, having it perform mundane actions for them. A conjured hand could do house-cleaning or carry things, etc. This lasts for 1 IRL week at most before the limb returns to its holder through the Judge appearing and gifting it back.

 

Specific Red Lines:

- This ability is performed through the Judge, and the target is capable of viewing him during this entire process along with the Izkuthii.

- This ability required RP consent, and the target must be fully aware of all of the implications of losing the bet prior to agreeing to such.

- The Judge will appear and stop anyone from going against their lost independence if they attempt to act against the winner of the Soul Wager. This works against the Izkuthii.

- All games must be entirely to chance, with an equal chance of any participant losing or winning. If you cheat, you automatically lose.

- With two hands, the maximum number of people that can partake in this game through one casting of the spell is 3 individuals, so long as the game only has one winner.

- A second wager may be made after the cooldown period to try and regain lost limbs/given servitude before the timer is up. If this is done and lost, the timer resets as well as the normal results of losing/winning happens once more.

- When summoning a won over limb, it hovers through the air and acts on its own.

 


 

Retribution | Non-Combative | Luck

Emote Requirements: (1 Connect+1 Cast)

Cooldown: 2 Emotes

Spoiler

Description: The Judge, imbued with power from the Izkuthii, will mediate any conflict around them, provided it does not turn into a fight. This grants boons and banes from the Izkuthii based on behavior.

 

Mechanics: Upon connecting and spending one emote to seemingly exude off their energy into thin air, the Judge will turn to look watchfully at all those around. Should anyone perform a nice action or a negative action, the Judge will make their way to appear before them, and offer them a boon/bane depending on the action performed. If someone strikes someone else(such as a kick to the leg or smack across the face, not actual trading of blows), the Judge will cause the one who performed such to feel much the same on themselves. Should someone aid someone up after having fallen, the Judge may grant them with more graceful movements. The maximum this can do is subject to the maximum boons/banes written within the Notes of Chaos ability, though with the durations of each lasting only until the end of the RP scenario.

 

The Judge will retain this watchfulness for up to the end of the RP scenario.

 

Specific Red Lines:

- The Judge will act on any actions of good or bad alignments, giving boons/banes equal to such and up to a maximum of Notes of Discord ability.

- Boons/Banes from this spell last up until the end of the RP scenario, when the spell ends.

- This spell works against the Izkuthii as well, for their own good/bad actions.

- The Judge does not work on actions without a particular alignment, deemed “neutral.” Such as waving to someone, greeting, etc.

 


 

Shrine of Llahir | Non-Combative | Runuurii

Emote Requirements: (5 Minute Cast)

Cooldown: N/A

Spoiler

Description: The Izkuthii is capable of summoning a small shrine to their patron, bearing his markings and symbols along such; multiple markings of carved eyes present along such. This is what makes Imbuement possible for adult or higher level Izkuthii.

 

Mechanics: An Izkuthii can, over the course of five minutes, cast out their mist and consolidate such into a single, shrine-shaped space, seeming to forge such purely from their granted energy. Upon the completion, a Shrine of Llahir will remain in place. This requires LT signing to verify, counting as a Lore-Area. Additionally, Imbued Items must be made at one of these.

 

Specific Red Lines:

- Only one of these may exist per Runuurii, though any adult or higher Izkuthii can utilize it.

- These may be used to create Imbued items.

- These may be used to create Illusionary World Beacons.

- An LT sign must be locked and present at the place of one of these shrines, which can be as large as 5x5 blocks.

- If the Izkuthii who created this is locked away from it, they may simply undo the spell that brought it into being at any time, causing the shrine to vanish. This may not be done instantly or under stress; No hiding it right before someone is about to break into your house.

 


 

Realistic Illusionary World | Non-Combative | Runuurii

Emote Requirements: (1 Connection+4 Cast)

Cooldown: 10 Emotes

Spoiler

Description: The Izkuthii can opt to add an emote to their Illusionary World, granting themselves an extra boon when within its given boundaries.

 

Mechanics: Over the course of four emotes after connection, a Runuurii may create an area akin to their Illusionary World - though limited to 5x5, unlike the original spell. Once this area is complete, they may perform illusions as though within an Illusionary World, with the premise that their creations now may gain physical properties at the Izkuthii’s discretion, capable of actually touching those within the area. Those on the outside of this radius may now see the creations within that are made physical.

 

The Izkuthii may not actually kill someone within this area, or cause permanent harm. If an arm is removed, it will reappear in place at the end of the ability. The only exception to this is if the person manages to leave the Realistic Illusionary World during its functions, but the Izkuthii must be extremely careful in this - as anyone dying of their injuries as a result will count as the Izkuthii breaking the Trickster’s Code.

 

Specific Red Lines:

- Illusions within may hold physical force, seen by those outside.

- Still not able to be used as a ‘fighting’ method. People should be caught within due to trickery/deceit or wandering in, not it being prepared to fight people.

- This follows all other redlines of Illusionary World.

 


 

Illusionary World Beacon | Non-Combative | Runuurii

Emote Requirements: (5 Minute Cast)

Cooldown: Special

Spoiler

Description: A Runuurii may offer a sacrifice of their abilities in order to place an empowered form of their Illusionary World around their Shrine of Llahir.

 

Mechanics: Casting for five minutes, an Izkuthii can further empower a shrine of Llahir, leaving it imbued with the majority of their energy for as long as they please. Further signs must be left and signed by LT marking that the shrine is now a focal point for an Illusionary World Beacon. As long as this remains, the Izkuthii who created such will be unable to cast their abilities beyond shapeshifting in either form, as well as feeding.

 

An Illusionary World Beacon creates a constantly present Illusionary World accessible by the Runuurii who created it, any time they enter its radius. The area of effect is limited to a singular plot of land that the Runuurii owns, such as an entire structure that they live within, or the grounds to a manor they own. This can be as theoretically as small as a hut, or as large as a 50 meter radius(100x100) area, provided that the Izkuthii is in charge of/owns the entirety of such.

 

Specific Red Lines:

- This area must be continuous and all considered under a single space. You can’t own two houses next to each other and have this ability span to both. But one very large house could work.

- The maximum area would be very difficult to attain normally, and is meant to be a reward given for effort put in.

- The Izkuthii must own wherever the beacon is at. Such as their home, or their workplace. It can’t be someone else’s home that they just have keys to, or some random public space.

- The area must originate from one of the Shrines of Llahir.

- An Izkuthii may not access any abilities beyond their Feeding and Shapeshifting, in either their Mortal or Immortal Forms, when having an Illusionary World Beacon active.

 


 

Pools of Llahir | Non-Combative | Ancient

Emote Requirements: (1 Hour Cast IRP)

Cooldown: 1 Day IRL

Spoiler

Description: An Ancient Izkuthii may create a designated pool of water, serving as a location in which Izkuthii may travel to in order to heal from possible conflicts.

 

Mechanics: Over the course of an hour IRP, the Izkuthii imbues a pool of water with as much energy as they can. Thereafter, any trip to a Pool of Llahir will cleanse the Izkuthii of any injuries upon their body after soaking for 1 Hour IRL, bringing them back up to their full physical state. However, in addition to the 1 Day IRL cooldown on the Ancient’s part, any Izkuthii who require the use of this pool will suffer similarly, as it takes their energy too to keep it functioning.

 

An Ancient may only have one of these up at any given point in time. A sign locked by LT marking it as a Pool of Llahir is required.

 

Specific Red Lines:

- Only one Pool of Llahir can exist per ancient.

- Pools of Llahir will cause an Izkuthii to hit cooldown for an IRL day, but heal them of any wounds on their body. This does not regrow lost limbs from scratch, as such requires the Ring of Wonders to do. But if the Izkuthii has the removed limb with them, it may be reattached.

- Pools of Llahir need LT signing.

 

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Immortal Abilities

Spoiler

These abilities are meant to mark the more difficult to cast Izkuthii abilities, including their fewer and more defensive based combative ones. When one enters into their Immortal Form, they gain access to any and all Immortal and Mortal abilities leading up to their current Izkuthii stage. If they’re an adult, they have both adult and fledgling abilities, etc.

 

As a whole, all of the given abilities have a “cooldown” as marked in the spell, in which for that amount of emotes after the casting of the spell, no different Izkuthii abilities may be prepared, cast, or manipulated. A short burnout period present between all spells. During this, an Izkuthii’s connection may be upheld, though no further abilities brought forth. The Cooldown begins the instant a spell’s emote-casting time is complete, even if the spell has a duration following after.

 

Fledgling Abilities:

Increased Shapeshifting | Repairing of the Mask

 

Adult Abilities:

Imbuement | Fancy Escape

 

Specialized Abilities:

[Trick]Doubles | [Thief]Spell-Thievery | [Luck]Judgment

 

Runuurii Abilities:

Forging of the Mask | Miracle | Llahir’s Advancement

 

Ancient Abilities:

Disconnection | Llahir’s Forgiveness: Consecration | Aspect of the Daemon

 


 

Increased Shapeshifting | Mixed | Fledgling

Emote Requirements: Passive Ability | 1-4 Emotes

Cooldown: N/A

Spoiler

Description: The Izkuthii, when within their Immortal Form, gain an increased form of their Shapeshifting ability, allowing them to more freely manipulate their body minus a few constants.

 

Mechanics: Over the course of 1-4 emotes(1 for small changes, 4 for full body alterations), the Izkuthii may change their appearance to anything they can imagine, so long as their body does not change by more than two feet in any given direction. The Izkuthii’s strength does not change due to any of these alterations; if they were to give themselves more arms, they would find all of their limbs weakening to match. The Izkuthii can however, cause their body to grow natural ‘weapons’ such as claws, or a forked tale, with the sharpness and durability of such compared to bone; incapable of being effective past light armor. Additionally, any horns/extra eyes, and the Izkuthii’s mask, must be present in any shapeshifted form for the Izkuthii to maintain any of their other Izkuthii abilities. If these are removed, they may only cast shapeshifting.

 

Specific Red Lines:

- The Izkuthii must remain their horns/eyes/mask in any shapeshifted form to maintain their other abilities. The Izkuthii can remove them to enter a more freeform shapeshifting state, but this leaves them only capable of casting shapeshifting.

- The Izkuthii still has a brain, and any form taken must retain enough space for such to remain present in them.

- Natural ‘weapons’ can be formed, though they’re ineffective against opponents with more than light armor.

 


 

Repairing of the Mask | Non-Combative | Fledgling

Emote Requirements: (1 Hour RP Cast)

Cooldown: 1 Day IRL

Spoiler

Description: An Izkuthii may, if their mask is broken, perform a 1 hour long ritual in order to forge a new mask for themselves. This leaves them temporarily weakened.

 

Mechanics: Over the course of a 1 hour long ritual, the Izkuthii binds forth their energy from their Immortal Form into a new mask. This looks much the same as their previous mask did, as it is in essence, recreating the same mask from the same curse. Upon casting this ability, they may cast no others for the span of 1 IRL day outside of returning to their Mortal Form.

 

Specific Red Lines:

- This Ability may only be cast if the Izkuthii has had their mask broken.

- The Mask formed is the same as the old.

- When an Izkuthii Mask is broken, they do not have access to any abilities outside of this one, and they are stuck in their Immortal Form.

 


 

Imbuement | Non-Combative | Adult

Emote Requirements: (10 Minutes IRP Cast)

Cooldown: 1 Hour IRL

Spoiler

Description: This ability allows for an Izkuthii to create magic imbued items from their energy, easily able to be abused by mortal hands.

 

Mechanics: Izkuthii can, through a 10 minute ritual in which they bind their energy to an object, imbue them with magical properties. This ability leaves the Izkuthii on cooldown for 1 IRL hour. The items imbued can possess a variety of different magical effects, all based around the existence of preset illusions. A sword can appear to have flames wreathing its blade, or a trident can appear to be covered in mist. Things such as rings and necklaces can be imbued as well, causing the person to view themselves differently within a mirror. Additionally, those who use these items find them to become addicting. People will begin to feel invincible after a day of holding the item, and become entirely unwilling to part with such.

 

Greater Imbuements:

If an Izkuthii’s Temptations bring them to possess the Seed of Wonders, they are capable of using it to create Greater Imbuements. These Greater Imbuements bring about illusions much the same as normal Imbuements, with the difference that the illusions are visible to everyone around. If the Greater Imbuement is placed on a weapon, the weapon’s illusion will spread onto the person it strikes in a 1 foot area. For example, if a ‘flaming’ sword were to strike someone, fire would spread to the area. These illusions would not cause pain, and would last up to three emotes before vanishing - serving more as a surprise tactic than anything.

 

Specific Red Lines:

- Imbued Items must be signed by an LT.

- If a Greater Imbued Item is made, you must provide evidence of your currently held Seed of Wonders in order to craft such.

- All the effects are illusionary. Normal Imbuement Illusions are only seen by the one holding the item.

- Imbued Items do not need to be recharged.

- Greater Imbued Items cannot cause actual harm onto anyone with their illusions.

 


 

Fancy Escape | Combative | Adult

Emote Requirements: (1 Connection+2 Cast)

Cooldown: 5 Emotes

Spoiler

Description: The Izkuthii imbues their form with their own energy, allowing them a brief use of a short-range teleport in order to flee combat.

 

Mechanics: Over the course of 2 emotes after connection, an Izkuthii may cover themselves in their energy. Once this is done, this ability is considered active for four emotes - wherein if they are struck during this time, they will vanish in a blinding flash of light capable of leaving one with blurred vision for 2 emotes. They will instantly reappear four blocks away.

 

Specific Red Lines:

- This ability can not be used to teleport into areas you cannot reach mechanically.

- This ability can not be used by stabbing yourself.

- You must be struck by a solid hit for this ability to activate, thus saving you from its damage. Minor cuts/scrapes will not do it.

- When the teleport activates, it must be directly away from your opponent in any direction, and cannot be shorter or greater than 4 blocks from where you began.

 


 

Doubles | Combative | Trickster

Emote Requirements: (1 Connection+2 Cast)

Cooldown: 3 Emotes

Spoiler

Description: This ability allows for an Izkuthii to split themselves into two versions of themselves, for the premise of confusing an opponent in combat. This is an augmented form of Fancy Escape.

 

Mechanics: Over the course of two emotes after connection, the Izkuthii splits themselves off with their energy into two separate versions of themselves. Upon the creation, the Izkuthii finds themselves in control of both, their conscious split between the two bodies. Should either of the two bodies be struck, a D20 roll must be done on the Izkuthii’s part. Should they roll a 1-10, the Izkuthii takes the damage(mirroring onto both themselves and the other double). Should they roll an 11-20, the double that is struck will explode out into a blinding flash of light, capable of leaving someone blinded for 2 emotes. There is a new roll upon each time a new attack strikes one of the two doubles.

 

During this spell’s duration(Until combat is over or a double breaks), the Izkuthii may still fight freely, but if they chose to do this instead of running, they may only control one of the two double’s at any given point in time. The cooldown for new Izkuthii abilities begins upon the conclusion of the ability, rather than the instant the initial casting completes.

 

Specific Red Lines:

- The Izkuthii counts as though their mind is split between both doubles upon their creation. This means they can only accurately control one at a time.

- If either double is hit, there is a 50/50 chance as marked with /roll, that the double explodes or the Izkuthii takes the damage. If the double explodes into light, the ability is over.

- The Izkuthii can control both doubles at once if they are performing the same action, such as running in one direction. Something basic and simple.

 


 

Spell Thievery | Combative | Thief

Emote Requirements: (1 Connect+2 Cast+Special)

Cooldown: 5 Emotes

Spoiler

Description: The Izkuthii may conjure their energy, preparing such in order to steal spells thrown at them - and store them temporarily to throw back.

 

Mechanics: Over the course of two emotes after connection, an Izkuthii prepares their energy onto each of their palms for an oncoming spell. This spell must be an energy-based spell projectile spell. Should such be met with the gauntlets once prepared(they may stay prepared for as long as the Izkuthii maintains focus), the spell will vanish into nothingness, and the cooldown period on Izkuthii abilities will begin.

 

Provided that the Izkuthii has been provided an in-depth explanation of which spell was used on them, how it works, and how to properly emote it, they may then re-summon that spell(using emotes as normal +1 for Izkuthii connection) and send it off a singular time. This must be after the cooldown period has ended, though it will not make a new one. If the spell is not used within 1 IRL day, it goes to waste. If you capture another spell, you replace the previous one.

 

Specific Red Lines:

- Must wait for the Izkuthii Ability cooldown to end before re-casting a captured spell.

- Cooldown for this ability begins the moment a spell is caught or the ability is dispelled.

- If another spell is captured while one is already waiting, the first one will vanish from the Izkuthii’s possession.

- This ability may not be used on spells bearing physical force, such as earth evocation, water evocation, a Paladin’s imbued weaponry, etc. It works on energy-based spells of any archetype, however.

- A spell can be stored for a max of 1 IRL day.

 


 

Judgment | Combative | Luck

Emote Requirements: (1 Connection+1 Reaction/Action Cast)

Cooldown: 4 Emotes

Spoiler

Description: The Izkuthii calls upon their Judge to aid them in a dire time of need for either themselves or their allies, stopping a single strike from ringing true.

 

Mechanics: As a reaction upon being connected, an Izkuthii can look at and focus on a single individual within 5 blocks of them attempting to make a strike with a melee or a ranged weapon. The Judge will appear to everyone present for a brief moment in a flurry of movement, blocking the strike with his own. An instant later he would disappear from sight, and use the immediately ensuing cooldown period in order to recover from the implied wound of blocking an attack.

 

Specific Red Lines:

- Though this may be used as a reaction to being attacked, it also consumes the action of your emote in the same instance; you cannot cast this and attack someone in the same emote.

- The Judge appears to everyone around for a moment before vanishing again.

- You must see the attacker/the attack being made to call upon the Judge to aid.

- The Judge will guard against magic attacks of up to T3 in nature. A T4-5 strike from any magic will be considered strong enough to tear through him and continue on its path. The Judge is assumed to reform on his own in the cooldown period regardless of his failure.

 


 

Forging of the Mask | Non-Combative | Runuurii

Emote Requirements: (1 Minute IRP)

Cooldown: 1 Day IRL

Spoiler

Description: A Runuurii or Ancient Izkuthii may now work at advancing their kin through the creation of new Izkuthii. This takes the form through the founding of the masks which serve to represent their curse.

 

Mechanics: Over the course of one minute, a Runuurii/Ancient Izkuthii in their Immortal Forms may conjure their energy to exist as a pure white mask, such remaining in existence for up to 1 IRL day. At any point in this day, should someone place this mask onto their face, it will begin to merge into them with extreme amounts of pain, melting their skin to the mask before seeming to absorb within and vanish. At this point, the player is considered an Izkuthii in their Mortal Form, with access to zero of their abilities until they have an accepted CA for Izkuthii and are taught.

 

This ability can specifically only be cast once every IRL month, though it doesn’t come as a cooldown to an Izkuthii’s other abilities.

 

Specific Red Lines:

- Must be taught by a Runuurii or Ancient Izkuthii, and only they can make new masks.

- This CAN be done on an unwilling subject IRP, but they must be willing OOC.

- This creates a Fledgling level Izkuthii.

- Only one new Izkuthii can be made per month IRL for each Runuurii/Ancient.

 


 

Miracle | Non-Combative | Runuurii

Emote Requirements: (1 Connection+1 Cast)

Cooldown: 1 Day IRL

Spoiler

Description: The ultimate ability of the Runuurii, allowing them to perform what seem to be miracles to the common eye - saving people from sure death fates. Little are aware of the fact that this is a double edged sword for the recipient.

 

Mechanics: Over the course of one emote after connection, the Runuurii may simply lay their hands upon someone and imbue them with their energy. In the next emote, they will find all of their wounds beginning to close, any poison or disease leaving their system, lost limbs regrown, and otherwise placed into perfect physical condition. However, this lasts for only 24 Hours IRL, before the Izkuthii’s magic caves and all of the wounds and injuries and everything come crashing back suddenly. This can be felt beginning a few minutes beforehand, allowing the one affected time to move to a hospital or clinic if they are near one.

 

When casting this ability, the person being performed on must be made aware OOCly of exactly what is going to happen to them and when.

 

Specific Red Lines:

- This ability can be cast on anyone with any injuries to give them temporary respite from it.

- This ability cannot remove soul-based curses, such as magics and CA’s like Shade.

- This ability completely drains the izkuthii for a 1 Day IRL cooldown period while they struggle to uphold the spell. They cannot end this sooner.

 


 

Llahir’s Advancement | Non-Combative | Runuurii

Emote Requirements: (5 Minutes IRP)

Cooldown: 1 Day IRL

Spoiler

Description: A Runuurii/Ancient Izkuthii may use this ritual in order to further progress their given students as higher-level Izkuthii.

 

Mechanics: Over the course of five minutes, a Runuurii/Ancient Izkuthii will place a hand upon the mask of a lower level Izkuthii and imbue it with a portion of their power, weakening themselves for 1 IRL day in turn. This ritual will bring an Izkuthii’s own mask and curse growing in strength, allowing them to proceed to the next level of Izkuthii. A Fledgling would become an Adult, and an Adult would become a Specialized.

 

A Runuurii could not make another Runuurii however, and are capped at progression to Specialized. Ancient Izkuthii are the ones who can make more Runuurii. Additionally, should an Ancient cast this onto someone already a Runuurii, it acts as a way of transferring their power to create a new Ancient, and lower themselves down to the status of a Runuurii. If this is done, there will be a week time period in which both are considered to be “Ancients,” to allow for the former to teach the new anything they need to know before their powers fade.

 

Additionally, a mental link exists between teacher and student with Izkuthii. A Runuurii or Ancient who creates a new Izkuthii will be able to sense that Izkuthii and know who they are on sight, regardless of disguise. This goes away should the Izkuthii become a Runuurii themselves, as they become a teacher to perform the same.

 

Specific Red Lines:

- Runuurii can create and upgrade new Izkuthii up to specialized, teaching them accordingly.

- Ancients can do as Runuurii can, but also may create and teach new Runuurii/Ancients.

- Ancients cannot be tricked into giving up their position, as such violates the Trickster’s Code. Any attempt from a Runuurii to perform such will result in ‘Disconnection’ being automatically performed on them, as both the Ancient and the Runuurii’s Judge work to accomplish this.

- Teachers can sense their students on sight, but only until their students become Runuurii.

- Three Ancient Izkuthii can exist at any point.

 


 

Disconnection | Non-Combative | Ancient

Emote Requirements: (1 Connection+4 Cast)

Cooldown: 10 Emotes

Spoiler

Description: A punishment for those who break the Trickster’s Code, an Ancient Izkuthii may act to bring the ultimate response to such individuals, removing them from their status as Izkuthii.

 

Mechanics: This spell may only be performed on those who have broken the Trickster’s Code, with some form of evidence of them doing such requiring to be on hand in order to succeed. Over the course of four emotes after connection, the Ancient takes the mask of the one who has broken the Code, and removes such from the Izkuthii - breaking it away from them entirely without destroying the mask itself. The mask will, if the Izkuthii is of Specialized status or lower, instantly crumble as the offender would fall unconscious. For Specialized and lower, they would find themselves granted mortal form once more, with their memories of Izkuthii abilities and skills removed from their mind. Any attempt to call upon such will result in a splitting headache and a failure(though they may be told abilities from scratch from outside sources following this and not suffer).

 

Should the Izkuthii that this is cast upon be of Runuurii level, the mask will not crumble, the Runuurii will not fall unconscious, or lose memory. Instead, they will find all of their powers stripped from them, including their feeding - though their need to feed is diminished to allow them to last for an IRL month. During this time, they are expected to attempt to make amends, in which case the Ancient can return their mask to them after first casting their mists out onto it in a smaller ritual to restore its power. If this is done, they regain their Runuurii status.

 

Specific Red Lines:

- Need OOC evidence to perform a Disconnection. Can’t metagame or “Guess” either - must be RPly aware.

- Disconnected Izkuthii do not remember anything that would harm Izkuthii; no abilities, no faces, no names.

- Runuurii have 1 month of being “disconnected” before they PK, if they are unable to earn their mask back.

- Ancients cannot be disconnected through this, and instead suffer far greater consequences for a broken code, as marked under Creature Explanation.

 


 

Llahir’s Forgiveness: Consecration | Non-Combative | Ancient

Emote Requirements: (1 Connection+4 Cast)

Cooldown: 10 Emotes

Spoiler

Description: An Ancient Izkuthii may opt to instead forgive an Izkuthii who has broken the Trickster’s Code, allowing them safety from the dangers of being disconnected.

 

Mechanics: Over the course of four emotes, an Ancient Izkuthii may conjure out their energy and place it upon the cursed mask of an Izkuthii who has broken their code. During this process, they may wipe clean the mark upon their soul left by their misdeeds. However, in order for this to work, a punishment must be given prior. The exact severity of which can span from a punishment from the other Izkuthii(not considered breaking Creeds), to public embarrassment, to anything that does not permanently physically harm the one who broke the Creed in question. So long as it is one punishment and not multiple, tied in to being called one. This punishment can be given by any Izkuthii who is placed higher than the one who broke the Code, but the Consecration spell must be from an Ancient.

 

Specific Red Lines:

- If an Ancient seeks to perform this on someone who has already been claimed by another Ancient, it would count as hindering a devout follower and lead to the Ancient’s own fall. This means that if one Ancient contacts the other two prior to this ability being cast, saying that the transgressor belongs to them, the other two Ancients may not cast this without breaking the Trickster’s Code.

- If a Runuurii has broken a part of the Code, they cannot be given Ancient status unless they have had this spell cast upon them prior.

- This spell essentially makes one “Safe” from being disconnected, if they have broken the Code.

 


 

Aspect of the Daemon | Combative | Ancient

Emote Requirements: (1 Connect+2 Cast)

Cooldown: Special

Spoiler

Description: An Ancient Izkuthii, in their life, finds that the protection of their kin to become the most important thing to them. This ability is the only directly offensive(rather than defensive) ability in an Izkuthii’s arsenal, though it comes at a far greater risk than any of their other Abilities.

 

Mechanics: An Izkuthii may offer forth a grand wager towards their given Judge, producing a 20 sided die from seemingly nothing and casting it upon the ground in their first emote after connection(using /roll 1d20). Regardless of their roll, the Ancient has offered forth a wager of their soul and life towards the Judge and Llahir, to aid them in their time of need. The Ancient Izkuthii will find their mask splitting apart and growing to look more monstrous and Daemonic in nature, as well as the physical strength of the Ancient growing to twice their normal capacity, in their second emote. Their appearance overall shifts to a more terrifying outlook, with the exact specifics up to the Izkuthii themselves. In this state, which lasts for 15 emotes, the Izkuthii has no cooldown on any abilities.

 

At the end of this ability, their roll at the start comes into play. Should the Izkuthii have rolled an 11-20, they will be considered on Cooldown for all of their abilities for 1 week, minus their passives. If they should roll a 4-10, they will be considered on Cooldown for 2 weeks, and thus be locked into their Immortal Form and only capable of feeding once this period ends, or risking death. Should they roll a 1-3 on this d20, their Judge will lay claim to the Izkuthii’s mind, body, and soul - consuming their connection as though they had broken the Trickster’s Code. The Ancient will lose all of their powers and be locked into their base Immortal Form, until they inevitably die from lack of feeding. During this time, the only ability they may do is Llahir’s Advancement in order to transfer their status as Ancient; though this does not excuse them from their ultimate fate.

 

Specific Red Lines:

- This is an Ancient-only ability that allows them to, in times of great need, wager their soul upon a dice roll to Llahir/their Judge. Should they roll high enough, they will generally be fine after a period of time in which they have no access to their abilities. Should they roll low, there is a chance that the Izkuthii will die as their Judge consumes them.

- This ability grants the Ancient aesthetic changes for its duration to make them more “Daemonic” in appearance. The exact limitations of this are at the Ancient’s discretion.

- You make your /roll upon the emote of the dice being tossed, immediately following an OOCly declaration of it being your PK roll.

 

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Red Lines

Spoiler
  • Immortal Form Izkuthii have access to their Mortal Form abilities, but this does not work in reverse. Mortal Form Izkuthii do not have access to Immortal Form Abilities.
  • An Adult Izkuthii has all of the abilities to their lesser kin, such as Fledgling Izkuthii, provided they are in the right Form for it. The same applies to Specialized, Runuurii, and Ancients with their lesser variants.
  • Most abilities have a “Cooldown,” in which after the initial casting of an ability, they may not begin casting any others/manipulate others. During this, they can still hold a connection.
  • Izkuthii Connection may be broken by taking major damage, such as a large gash. Lesser/medium do not work.
  • Izkuthii in their Increased Shapeshifting may cast their abilities so long as they maintain any Izkuthii-Physical Changes, such as Horns and their Eye. Should they get rid of this, they may only shapeshift until such returns.
  • No Izkuthii abilities may be directly assault-based on anyone in combat, except for Aspect of the Daemon.
  • A Runuurii/Ancient may only make 1 Izkuthii per month IRL.
  • Izkuthii may not hold any other deific connections. Seer Feat is okay.
  • Izkuthii may only practice voidal magic/kani in their Mortal Forms, as though they had 2 magic slots left. Once becoming a Runuurii/Ancient, they may not practice any magic period. Seer Feat, again, is okay.
  • Three Ancients may exist at any point in time(not counting Ancients going through the week-long process of giving their position to someone else).
  • Izkuthii must be “taught” abilities and they cannot be learned naturally. Though they come easily; only needing an explanation and example of the ability before it becomes as natural as breathing.

 

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An Izkuthii’s Growth - Tier Progression

 

Fledgling - “Tier 1”

Spoiler

A Fledgling Izkuthii has just been granted their mask, and begins to learn how to control their given prowess as an Izkuthii. They must remain in this stage for 1 IRL month before being allowed to be progressed to Adult, in which case a comment must be made on their Izkuthii CA marking their ascension. Fledgling Izkuthii have 2 free Magic Slots.
 

Mortal Abilities: Shapeshifting | [Feeding]Mark of Discord | Illusionary World

Immortal Abilities: Increased Shapeshifting | Repairing of the Mask

 

Adult - “Tier 2”

Spoiler

An Adult Izkuthii has been given their first promotion throughout the multiple stages of an Izkuthii. They gain a small number of increased abilities as they fully reach their stride as an Izkuthii, and prepare for their specializations. An Adult Izkuthii must wait for an IRL month before achieving their Specialization, which must be marked as a comment on their CA for their ascension. Adult Izkuthii have 2 free Magic Slots.
 

Mortal Abilities: Swarm | Color Spray | Cloak of Shadows | Llahir’s Gamble

Immortal Abilities: Imbuement | Fancy Escape

 

Specialized - “Tier 3”

Spoiler

Specialized Izkuthii have just picked their main focus as an Izkuthii - Luck, Thievery, or Trickery. This becomes a gnawing feeling constantly within them, granting them urges to perform actions based on this. If this goes ignored, they will suffer constantly. They must be Specialized for 2 IRL months before being able to be offered Runuurii, though Specialized is considered the “Final” stage for those not fully devoted or trusted within the Izkuthii. They have 2 free Magic Slots.
 

Mortal Abilities: [Feeding]Notes of Chaos | [Trick]Daemonic Pact | [Trick]Wordless Omen | [Trick]Phase Shift | [Thief]Thief’s Arsenal | [Thief]Emotion Thievery | [Thief]Deft Hands | [Luck]Llahir’s Judge | [Luck]Soul’s Gamble | [Luck]Retribution

Immortal Abilities: [Trick]Doubles | [Thief]Spell-Thievery | [Luck]Judgment

 

Runuurii - “Tier 4”

Spoiler

Runuurii are Izkuthii who have proven themselves countless times to be a trustworthy Izkuthii, and are granted the ability then to create more Izkuthii themselves. There is no hard cap on how many of these can exist, though in general the number is meant to be few. Runuurii can create new Izkuthii and progress and teach them up to Specialized. Runuurii, upon being made, must create a Feat-MA for “Forging of the Mask,” the ability that allows for new Izkuthii to be made. This, as well as a comment on their CA must be made to mark them as a Runuurii. Runuurii gain all three specializations, and thus all of the mental effects associated with such.
 

Mortal Abilities: Illusionary World Beacon | Realistic Illusionary World | Shrine of Llahir

Immortal Abilities: Forging of the Mask | Miracle | Llahir’s Advancement

 

Ancient - “Tier 5”

Spoiler

Only three Ancients can exist at any given time, chosen and risen up from the present Runuurii. These are the leaders of any Izkuthii coven, capable of creating new Runuurii and disconnecting/forgiving those who have broken the Trickster’s Code. Should an Ancient Izkuthii break the code themselves, they will be forced into a state in which they will slowly PK over time. Ancients can give up their position to other Runuurii at their discretion, and drop to a Runuurii themselves. Upon becoming an Ancient, a new CA must be made entirely for “Ancient Izkuthii.”
 

Mortal Abilities: Pools of Llahir

Immortal Abilities: Disconnection | Llahir’s Forgiveness: Consecration | Aspect of the Daemon

 

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Purpose

Izkuthii are a long-standing creature on LOTC with a poor history of use. For the vast majority of their time in existence, there existed only a singular out of 3 possible Ancients, who refused to allow for more to be made - and there was no system to create more. Izkuthii took the Lore Games deal, and here we are. This lore is intended to fix a whole schlew of different issues present within Izkuthii that overcomplicated their lore and made it nothing but a massive, confusing mess to both the readers and the Izkuthii themselves.

 

Prior, there were 5(6, arguably) different “forms” an Izkuthii could be in, each with a different set of abilities and each being rather confusing to keep track of. This lore consolidates them into two, as well as officially adds Llahir’s third and FINAL element to the Izkuthii - Luck. My personal favorite. A fair number of the confusing abilities have been fleshed out, over half have been nerfed, and some have been removed entirely. In turn, a few new abilities have been added. Most of the Izkuthii abilities have been made to either be non-combative, or in the cases of combative be based more so upon fleeing and defending rather than attacking anyone else, other than a singular ancient-ability.

 

Lastly, Ancients no longer rely on each other to function. 1 Ancient can do everything, and technically could do it just as well if they never even saw the other Ancients, whereas the old Lore had to have all 3 agree on every single thing, including the creation of new Izkuthii. With this change, as well as allowing Runuurii to teach, we hope to get rid of the forced circlejerk we had before.

 

Lastly, any previous Izkuthii will be required to repost their CA’s, though “grandfathered” in. They will be allowed to pick a specialization as they please. Any past Runuurii will maintain their status. Three Ancients will be grandfathered in. This is the Lore Games rewrite for them, and no Izkuthii will be required to lose their CA’s in general or be made lower than where they were.

 

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Cited Sources

- Llahir Lore

- Previous Izkuthii Lore

 

Credits:

FURY_FIRE: Co-Author in writing this lore.

AMAYONNoISE: Co-Author in writing this lore. 

FAEWILDS: Co-Author in writing this lore.

ZACHOSNACKO: Helped some. Mental support.

SLIC3MAN: Played Bannerlord in the background and streamed it.

 

Changelog:

[April 16, 2020] Finished the Mark of Discord feeding ability. Half of it was left out.

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God have mercy. 40 pages of lore in under 2 days, and that was cutting out a lot of old useless stuff.

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Other than the initial bullet point mishap this piece looks very solid. It fixes a lot of the issues that were wrong with the previous lore. It makes it actually understandable and easy to comprehend. It also fixes the issues of the previous problem of no advancement as well. I give this lore a solid +1. Keep up the good work.

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A mega +1 from me. Before the rewrite, Izkuthii had like six different forms. Thanks to the reformatting, everything is far clearer and simplifiied.

 

Recruitment should also be a lot easier now that more than one person can connect and disconnect.

 

Love it.

Edited by Moribundity
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yeah gamer style

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Okay- SO!
This is literally the most detailed thing I’ve ever seen. The lore may seem confusing to understand at first but with this rewrite it’s quite easy to understand. I literally cannot express how excited I am.
Have a BIIIIG

+1
from me!

 

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+1 Looks good- Had a few talks about the Lore, and many more beforehand in relation to Izukthii. I like it!

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My only real issue w izkuthii in general is that a lot of ppl OOCly legitimately thought they were a shelved race because of seemingly how little they were seen OOCly and RPly. I get that its supposed to be about this secrecy thing or w/e but I think its a problem when players OOCly either aren't aware of their existence as a race, or think they were shelved. It comes off as hoarding the RP to a select group of people imo.
 

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Just now, Unwillingly said:

My only real issue w izkuthii in general is that a lot of ppl OOCly legitimately thought they were a shelved race because of seemingly how little they were seen OOCly and RPly. I get that its supposed to be about this secrecy thing or w/e but I think its a problem when players OOCly either aren't aware of their existence as a race, or think they were shelved. It comes off as hoarding the RP to a select group of people imo.
 

The problem was that Caleb was the only ancient out of 3, the only one who could connect or disconnect, and for 2 years he held this position where he was the only one capable of doing anything. To make new Izkuthii, we had to get him online and to agree to it. This post allows for Runuurii to serve as teachers and create/post more, and also pushes out the maximum amount of Ancient Izkuthii at any given time so one can’t just refuse to make more.

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putting good vibes here

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The lore is well-developed. I personally don’t care for the idea or role that the Izkuthii play in the server’s narrative, but this is in the least much better than the previous incarnation. Good luck to you.

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Woo izkuthii ?

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Seems less needlessly confusing than the old lore. Neato.

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