Zarsies 6024 Popular Post Share Posted June 5, 2020 Preface: Spoiler Should this lore pass the following would occur: -Three CAs will be grandfathered in with all rites, one of Cadmium’s, one of Mictlanti’s, and one of Illia’s bloodline. -Four Mictlantli’s fetters - crimson coffins - will be given to the aforementioned grandfathers. https://www.youtube.com/watch?v=BJVhPVip0M4 “Drink deep. Waste not a drop.” -Queen Carical to a fresh convert. [Guide] Origin In recent years the Enlightened Drake, Malghourn rescinded his lineage of blood magic among the Descendant population for their centuries of negligent abuse, mismanaging of assets, rampant ineptitude, and all-consuming treachery in a feat of blood sorcery. Their disappointment created a void in his earthly influence where now the Stone Serpent has carefully deployed silit agents from the outer worlds to imbed themselves on the mortal plane, a step for another grand scheme ahead. The full world lore can be found here. Physical Description General In the simplest terms, siliti are parasites. Vampires. These beings twisted the ancient powers of blood magic and are eternal mimicries of their once descendant selves. Effectively immortal, their unnatural existence is one of Malghourn’s graceful - and more cruel - designs, evolved from that of the Unseen’s more beastial striga. Unlike all other creatures of flesh, siliti are unable to produce or utilise lifeforce, instead preserved by an array of ethereal and ever thirsting marrows; the existence of a silit is one reliant upon genus found the blood of mortals, akin to the dreadknights of yore. It is these complex enchantments laid upon them through blood that locks their bodies and souls beyond the malleability of a Descendant’s, making them ageless, sleepless, and rife with mystical gifts and curses. Their heartbeat, breath, and bodily warmth are optional functions. Their parasitic existence requires less maintenance than before their transformation though mere food and drink alone will no longer sustain them. Over time siliti lose their physical pleasures and cravings they might’ve had as mortals. Sleep becomes a pointless, uncomfortable endeavour and more of a deep meditation than true respite, whilst alternatives such as being knocked unconscious (either by force, magical or alchemical influence) also become ineffective. Their race was tactfully curated by the Stone Serpent, having intentionally built in a number of flaws as hooks for control and subjugation. Such things include: Spoiler -Boomsteel: Thought to be silver in some cultures, Boomsteel by nature inflicts terrible and destructive wounds upon silit; doubling the time it takes for them to regenerate lost limbs, wounds, and other body parts amputated by weapons made from the metal and stinging more deeply. Should a lethal wound be dealt by boomsteel (decapitation, evisceration, three limbs being removed, a stab through the heart or brain. The wound must be a killing blow to a silit, minor wounds do not achieve the desired effect. A silit with a cut throat does not need to breath.) The silit's body will ignite and erupt in a fiery explosion with a concussive force equal to that of a blasting potion; that would at most give one first degree burns.the same happens to any limbs cut off by boomsteel weapons; after laying dormant for one emote the limb will explode. A silit who dies to boomsteel weapons will be put them under an equal resurrection timer to being burned to death. Boomsteel is to siliti as aurum is to phantoms, essentially. They can interact with it freely but wounds inflicted by it hurt much more, lethal wounds inflicted with it cause the silit to explode, and limbs removed by weapons made of the metal will explode after lying dormant for 1 emote. -Flame: Light is an irritating sensation for siliti, where they feel more comfortable the darker it is, capable of even dazing them (described under darkvision); sunlight being the worst offender does not harm them physically with the exception of lips and skin cracking and drying after prolonged periods, but at all times under daylight they feel its presence as though it were an itch that gnaws at them. This aversion comes from their vulnerability to fire, be it natural, alchemical, or draconic, for its burns are lasting and woesome (yet, of note, Voidal fire is treated as normal). Their weakness comes from their true vulnerability detailed next. Light nor sunlight physically harm siliti, though does cause them great stress after prolonged periods with skin starting to dry after a narrative hour and their lips growing chapped, with said irritations worsening as time progresses. Damage inflicted by fire requires twice the time and resources to recover from (described under Ethereal Metabolism and Rite of Revival). -Dragons: In Malghourn’s genius he fashioned his servants to inherently fear him and when necessary fall before him, a useful tool for domination. As such siliti have an instinctual fear of dragonkin, feeling themselves as prey, and their flame is something to be avoided at all costs. Dragonfire catches to them akin to dry wood however it does not spread, only persisting until it burns the area to ash. Siliti must extinguish such burns by smothering them completely or submerging in water, doused or drenched for 3 emotes. Rain automatically douses dragonfire burns in 6 emotes. Any flesh caught on fire can be incinerated to ash down to bone in 10 emotes of burning. -Victuals: The flavour of a beloved meal and the euphoric stupor of drink once enjoyable to them are now wretched experiences; all forms of intoxicants would taste as ash and oil whilst yielding no beneficial effects to the siliti, all solid foods causing them to aggressively vomit blood. Siliti cannot keep down drinks after 1 cup / 0.25 liters and cannot keep down food after 1 mouthful; they can stomach sips or small nibbles but will quickly feel queasy, hot, and generally unwell which can only be suppressed for 10 narrative minutes. A silit will violently wretch out blood in gushing waves if they do not make themselves vomit before the 10 minute mark and lose 1 portion of blood per instance (elaborated on below). This is with the sole exception of descendant based meats, which siliti can even prepare, season and garnish to experience spices and flavours that'd otherwise cause them immense discomfort and vomiting when paired with mundane meals. Siliti can also only experience the effects of culimancy when applied to meals based in descendant meat. -Salt: A witty feature to round out their race, Malghourn gave siliti an aversion to salt in an act to undercut their potential futures as a grand existential threat to the balance of mortal societies; they would not call upon higher powers so severely if common earth is a bane. Salt (in pure granular form or at most diluted as saltwater; not simple sand or salted foods) will boil the blood of siliti, causing it to fizz and steam whilst shooting searing pain that feels akin to being set on fire through any wound it’s poured into whilst exposure to the eyes can blind siliti for up to a narrative hour. Weapons treated with salt will leave fizzling wounds on siliti who have suffered skin-breaking blows. The presence of refined salt not used to draw cuts or mixed with their blood will be at most uncomfortable to siliti, having no impact on their bare skin. This aversion is shared with their lesser plague-kin, corcituri. Age As genus is life, raw and potent, so too does it mature. Marrows are the grandest expression of this power and in their intangible roiling they grow with the time, distinguishing vampires between the likes of fledglings and formidable elders. As a silit feeds they rejuvenate and strengthen their ethereal bodies, their maturity lending to strengths developing. They are measured in weeks since the posting of the CA. All boons and banes will be retained in perpetuity from the tier they were acquired onwards. For instance, all boons and banes gained at Tier 2 will still apply to siliti of Tier 5. Spoiler Tier 1 - Creature Application Acceptance No changes. Tier 2 - 8 OOC weeks Boons: -Each narrative hour timeframe for a silit’s aversion to sunlight (1 through 6 hour distinctions) are doubled (2 through 12 instead), their marrows minorly accustomed to its agitation. -The silit can stomach food and drink, though it remains repulsive and flavourless and still cannot be fully digested. Food must be regurgitated within a narrative hour (up from 10 narrative minutes) or normal regurgitation mechanics apply. Tier 3 - 16 OOC weeks Boons: -The cooldown of Metamorphosis (Major) is reduced to 6 OOC hours (down from 12). -The silit can use Rite of Restraints on two animals (up from one). All normal RP and combat rules apply.-Claws and teeth created with Metamorphosis (Minor) can be made as hard as ferrum with an additional emote, capable of slashing through materials no stronger than hardened leather. This is equivalent to a mortal wielding knives. This would disrupt the resonant flow of an oscillit silit in the same manner. Banes: -Whilst Starved the silit has a translucent reflection. Whilst Withered they have no reflection at all. This is easily perceivable both to the silit as well as any onlooker, albeit only when the reflection is clear upon a flat, undistorted surface. For instance, a silit's translucent reflection would be easily visible upon a clean mirror or a large and well lit body of water, but could not be discerned on the likes of a puddle or smaller liquid surface, window, metal armament, armour piece or jewellery no matter how polished.-Whilst Starved a silit’s darkvision is hindered by daylight, drastically limiting their range of vision to 64 blocks [minecraft render distance 4]. Whilst Withered this is further reduced to 32 blocks [minecraft render distance 2]. Unless at night, in overcast weather, underground, or indoors a silit in these states becomes totally blind to anything beyond the aforementioned distances, obscured from their perspective by painfully bright sunlight. Tier 4 - 32 OOC weeks Boons: -Rite of Restraints’ preparation emote count of bloodshot eyes is lowered by one (down to 1 emote, lowering the usually 6 emote total process of enthrallment down to 5). -[Noncombat Boon] The silit’s Weightlessness ability is extended beyond a silit’s physical form, able to reach out to its surroundings and telekinetically manipulate up to 2 objects within 1 block that that add up to a total weight no heavier than 25kg. This ability cannot be used during combat. Banes: -Prey animals that have not been enthralled will grow uneasy around the silit while Starved and will flee from or attack them while Withered. Druids who commune with animals who saw a Withered silit learn they saw a horrifying predator animal. Predator animals or animals derived from predators (IE cats and dogs) do not have this instinctive sense. ST consultation is advised if there is any ambiguity toward which category an animal falls into.-[Noncombat Bane] The silit can no longer emotionally connect with descendants, at most able to share a level of companionship on par with how a human might cherish a pet animal. Consequently, siliti of this tier and beyond find themselves incapable of romantic engagement with descendants. The same also applies to creatures linked with deities which oppose siliti, such as the Ascended of yore. Humans, elves, dwarves, orcs, halflings, kharajyr, wonks and musin are all perceived as no more than intelligent livestock and the thought of treating one equal, personable, like family or like a lover is to the silit as repulsive and unnatural as a descendant doing so with an animal. Siliti of this tier and beyond are emotionally incapable of forming or maintaining any mutual level of familial or romantic relationships with descendants and cannot FTB with descendants. Tier 5 - 52 OOC weeks Boons: -The silit’s Metamorphosis (Minor) alterations includes growing a set of tattered, pathetic bat-like wings. They may drape from the silit’s arms and sides as sheets of skin and/or dark feathers or alternatively span out from the back. They may be used to float simulating the silit’s Weightlessness ability. They are meek cartilage limbs that lack limb strength and while manoeuvrable and dextrous can be cut through with ease rendering them irrelevant to combat effectiveness. Easily slashed through or ruptured by blunt force and bleeding when cut, these wings are ineffective if not detrimental to combat and cannot absorb or deflect blows in any fashion. -[Noncombat Boon] The silit’s Weightlessness ability is extended beyond a silit’s physical form, able to reach out to its surroundings and telekinetically manipulate up to 4 objects within 3 blocks that add up to a total weight no heavier than 25kg. This ability cannot be used during combat. -[Noncombat Boon] While in a Well Fed state and not touched by sunlight, the silit may utilize their Metamorphosis (Major) abilities - excluding healing - instantaneously without triggering its usual OOC cooldown. This ability cannot be used during combat. As usual with Metamorphosis (Major), a silit who is physically weakened by magic (IE unfiltered voidal poisoning) cannot utilise this ability. This may only be used indoors, underground or at night and requires the silit to be Well Fed. If used to seal bodily wounds or if a scenario shifts to combat within 10 OOC minutes of this ability being used, the usual cooldown for Metamorphosis (Major) is invoked, wasting the action. -[Noncombat Boon] The silit’s mind is completely removed from that of the descendant they once were. Unlike many humans whose minds may in time become prone to forgetfulness and slowed cognitive functions, to the extremes of degenerative diseases like Alzheimer's and dementia, the silit’s mind is on the inverse sharpened. With thought fully transplanted into their ethereal mind marrow as opposed to their physical brain, ancient vampires become capable of heightened thought akin to the bygone Cognats of old. The silit’s memory becomes selectively photographic, capable of digesting and flawlessly recalling the likes of entire libraries of written text, room layouts, sounds, smells, shapes and measurements outside of combat. These can be roused as ordinary memories or personally hallucinated as if physically there to the silit. In its most extreme case, the silit left undisturbed for long stretches of time - such as when trapped in a coffin or disembodied in the Red Nexus - may construct their own lucid dream of reality out of past experiences yet this does not prevent stirring madness from extensive coffin sentences. In addition, the silit becomes far more capable of managing their emotions with the exception of pride (see: [Noncombat Bane] T5 Mental State below). Only mundane emotions (not emotions roused by magic such as the downsides of a magic a silit practices or an emotional curse afflicted by another) may be suppressed by the silit. Sensations borne of self preservation such as pain cannot be numbed, though emotions like hatred and fear could be lessened should the silit choose. For example, the silit outgrows their fight or flight response to dragonkin; they will still regard them with the same inherent disdain and paranoia that leads all siliti to phobia or zealotry around dragonkin, though no longer feel forcefully compelled to attack them nor run from them on discovery. They retain their inherent disdain for and fear of dragonkin which cannot be overcome but they are now capable of stomaching their presence without resorting to violence or escape. With the exception of willful hallucinations out of combat, this ability has no bearing on a silit’s senses and cannot be used to heighten awareness, numb pain or sharpen reflexes. For clarity, this ability cannot provide a silit with new information they could not otherwise obtain normally; merely sharpening their retention of it. In addition, knowledge that is magically gatekept such as the caecic language could not be retained without the silit possessing the prerequesit MA; Seer, in this example.One should note that this magical memory is selective, not passive, and thus cannot record nor apply knowledge past normal descendant capacity during combat. Enhanced memory only begins at T5, with earlier memories lost as usual. Memories will still be lost if a silit’s body is destroyed in accordance with combat rules, and the player behind the silit is solely responsible for recording information they wish to recall in detail themselves. That is to say, if a silit player were to forget something then so too would their character, and they could not demand another player or ST to remind them of that information if it is forgotten OOCly and others do not wish to share it with them. Banes: -While Withered the silit’s will skin will painfully dry and crack until their full form eventually bursts into flames if left in direct sunlight for twelve emotes. If able to find refuge before the final emote a silit will require an equal amount of emotes out of sunlight as they had spent in sunlight to recover fully. If combusted then the silit is reduced instantaneously to ashes and must obey the same death mechanics as if they had been slain with boomsteel. -[Noncombat Bane] The silit has lost every trace of their descendant mind and can no longer truly empathise with mortal races. They are apathetic to mortal struggles that do not align with their own personal wants. Whilst the silit may certainly understand the social orders of descendants and the like with which they are familiar, they are never able to grow emotionally invested and integrated with mortal designs alone. That is to say, siliti who have fully settled into their mind marrow do not under any circumstance consider themselves to be a part of the Aegisian diaspora. All mortal cultures and racial groups are viewed as something they once were a part of, but can never truly return to. A silit who was born human in this regard will never again think of themselves as human, and any attempt to live amongst them ultimately is little more than a masquerade. Whilst human values and religions may still have appealing elements, siliti will always feel as outsiders who do not truly belong in these societal frameworks unless artificially supplanted at the top to fuel their own grand designs and desire to feed. Most significantly this leads many siliti to dysmorphia in their ‘original’ appearances, perceiving their descendant physique as little more than a mask which their true form - that of a monstrous gargoyle described under Metamorphoses (Minor) and (Major) - wears out of convenience. When it poses no threat to their schemes or their values (such as the Hexalogue), Tier 5 siliti will always default to their monstrous appearance as the most comfortable, expressive and natural manifestation of their own ego. When alone or in safe company they will always shed their descendant skin as their inherent understanding of beauty and health fundamentally changes to align with their beastial nature. What’s more, a silit who has reached this state is fully aware of their near-immortal nature. Mortals may be frequently underestimated by contrast, and even the most grievous of injuries - whilst still inflicting the same physical pain on a silit as an ordinary descendant - are ultimately recognised as fleeting. Elder vampires in this regard are highly arrogant creatures, deluded into a self-fulfilling notion that because they have survived this long they will, logically, live forever. On the inverse this may cause the silit to avoid other vampires of similar age or older which they perceive as equals on a fundamental level and thus potential threats. Appearance, Feeding, and Blood Loss A silit’s new state of being depends on the genus found in mortal blood, progressively draining genus from their body to fuel their marrows which creates a tug of war between being ‘well fed’ and ‘withered’. Siliti maintain their state through feeding, the consumption of genus-having blood divided into three categories defined by potency; fine, plentiful, and decadent. Genus-having blood is indeed intoxicating but all blood is not equal; high elves and mages have a sweeter tang due to their moderately higher genus concentration, Ascended bloodlines, inferis, and azdrazi even more so. Voidal horror blood is considered the most exquisite and divine due to its extreme concentration. Spoiler For the purpose of keeping their prey alive after feeding (so as to return later to feed again), the silit's bite is inherently enchanted with the blood mage’s rite of scabbing, causing bleeding to stop and wounds to close (though still leave marks, injury and pain reflecting the shape and site of a bite) once feeding is concluded. In this regard a victim of a silit would not bleed to death after the feeding was concluded, unless the silit went out of their way to intentionally drain a lethal dose of blood. A fine feeding entails drinking about 2 units of genus from a mortal’s blood, usually enough to induce the beginning symptoms of blood loss including disorientation, nausea, weakness, and potentially unconsciousness. extracting all of the genus from their blood. Should the victim die their blood very rapidly loses potency, flavor, and effect. The blood of the dead cannot sustain a silit due to the negligible genus left, tastes sour, and otherwise is of no benefit for feeding; if drank after 1 narrative day or 3 OOC hours it is akin to any other drink and will make the silit sick. A plentiful feeding entails drinking about 2 units of genus from a repeat victim’s blood, usually enough to induce the same symptoms. Siliti become attracted to unique ‘flavors’ and can better draw upon their genus after a second feeding (i.e. the third feeding and onward become plentiful) which they find gradually more addictive. Siliti tend to stalk and/or protect such individuals as they savor them for their blood, oftentimes thralls, and as slowly become obsessed with preserving them for their supply. A decadent feeding entails drinking at least a cup of dragon, drake, dragaar, drakaar, or Voidal horror blood; Or about 5 units of genus worth of blood. The large concentration of genus in their veins, most especially Voidal horrors, are truly intoxicating to siliti and can sustain them for prolonged periods unlike others. Horror blood induces extreme euphoria but a silit’s marrows cannot protect them from its effects, capable of becoming moonstruck and therefore insane; it is treated like an illicit narcotic among Hazmic siliti due to the associated risks. Like all other blood even the more potent variations lose potency upon death or manifestation and over time; such varieties, like all blood, cannot be stored for longer than 1 narrative day or 3 OOC hours. -For a silit to be well fed they must have a fine feeding once every IRL week, a plentiful feeding once every 2 IRL weeks, or a decadent feeding once every 3 IRL weeks. -For a silit to be starved they must have a fine feeding every 2 IRL weeks, a plentiful feeding every 4 IRL weeks, or a decadent feeding every 6 IRL weeks. -For a silit to be alive whatsoever and in the withered state they must have a fine feeding every 4 IRL weeks, a plentiful feeding every 8 IRL weeks, or a decadent feeding every 12 IRL weeks. Should a silit become unhealthy and sickly from malnourishment - withered - they may make up for their lost meals by doubling the intake of the greater state. For example, a withered silit may become fed by having 2 fine feedings and may then become well fed by having another 2 fine feedings. Siliti can also drink the fresh blood of animals and will crave it when mortal blood is not accessible in a similar fashion to ice craved by those suffering with anaemia. It holds no nutritional value to a silit as animals lack genus, though the act of feeding on beasts can serve as a temporary means of satiating their addictive thirst, solely acting as a means of ‘scratching the itch’ of bloodlust. The exception to this caveat is the blood of pigs, boars and other hoglike creatures which repulse siliti and will induce blood vomiting, alongside the flesh of any animal that has either been prepared for descendant consumption (cooked) or is older than an hour since the creature's death. -As it lacks genus, animal blood will have no bearing on a silit's ability to sustain the 'well fed' or 'starved' states, its sole benefit being a source of self control and mental stability to a silit presently thirsting for blood. -These effects also apply when a silit feeds from a CA with blood but no genus (IE Vargs), making it impossible for siliti to 'taste test' other characters. -Animal blood will only quench a well fed or starved silit's thirst at a rate of three OOC days per creature drank from. Further, whilst withered siliti can and will still crave the blood of animals where no descendant or higher alternative is available, it will no longer satiate their thirst as there is no staving off the maddened desperation for genus felt in this state. -After drinking all but one units worth of a descendant’s blood it becomes unappetizing, discouraging the Silit from killing their victim accidentally and requires a full IRL day to recover said genus. Well Fed Siliti who feed regularly are ‘well fed’ and will default in appearance to a healthier version of their apparent age with their usual skin colour, eye colour and other distinguishing features they had prior to transformation, being impossible to distinguish from the common descendant unless willfully appearing otherwise (elaborated on under ‘Metamorphosis (Minor)’) as well as having the strength to utilise all of the benefits that come with their new state of being (elaborated on under Abilities). Starved Once a silit has gone long enough without drinking blood the first signs of physical degradation become apparent. At this point of being merely ‘starved’ a silit loses access to some of their abilities and will begin to take on an unhealthy appearance, looking gaunt, tired or closer to their true age if they are old for their original racel. Regardless of efforts to trim them their nails will grow unpleasant and pointed, stopping only a half-inch from the fingertips and their canines will default to sharp but not long points. Most notably at this stage they will undergo a change in eye colour with irises appearing any unnatural shades and/or marbling depending on their original eye color. All shades become opposites where applicable, meaning broadly speaking green becomes red, blue becomes orange, yellow becomes violet, and neutral colors like grey become either black or white (milky/cataracts). Withered Past the stage of starved is the withered stage, one of absolute degradation. Whilst in the former it would be difficult at best for a silit to conceal their true form, the withered have no semblance of health. Their appearance is fundamentally monstrous and/or disgustingly ancient and are completely incongruous to that expected of a descendant; the unhealthy look of starved siliti is nothing when compared with the mutations of a withered (elaborated further upon below under ‘Metamorphosis (Minor)’), oftentimes both puffy and discolored like a barely preserved corpse or shriveled, gangly, and trembling as though truly ancient. Haggard and hideous, withered siliti cannot practice magic should they know any - bar blood magic - and in turn they begin to lose their mind after the first IRL week of being withered; progressively leading up until they go comatose from starvation they become delirious and experience increasingly severe symptoms of dementia and/or Alzheimer’s. Should they not feed long enough to sustain themselves whatsoever (described above in the spoiler) they will go comatose and suffer where they lie for 2 IRL weeks, the final stage of starvation where only a plentiful or decadent feeding given to them by other could spare them, after which they their disgusting, mummy-like body will shrink, wilt, and convert into a heap of ash. Lastly, siliti operate with 4 portions of blood, supernaturally filled with an amount that allows for excessive and profuse bleeding. They naturally accrue 1 portion per 12 IRL hours if well fed, 1 portion per IRL day if starved, and 1 portion per 2 IRL days if withered. A fight or aforementioned sickness can cause a silit to lose portions; heavy cuts and other wounds or vomiting from sickness equate to 1 portion lost, limb loss usually equate to 2 portions lost, multiple limbs lost and/or extreme wounding equate to 3 portions, and even more damage and bleeding causes loss of all 4. Siliti don’t suffer from the symptoms of blood loss until they are down to 1 portion as they are full of inert, genus-stripped, nutrition-stripped blood which only serves as a vessel for genus and ethereal marrows to reside in. Siliti who run out of blood die (detailed further under ‘Ethereal Metabolism’), and do not regenerate faster from feeding, reliant on their state, and will die. Reproduction The creation of a silit is a feat exclusive to those studied on the rite of rebirth, a painstaking ritual process by which a descendant’s soul and body are reformed by the seemingly limitless powers of blood magic and are bound to ethereal marrows, inheriting the traits of their respective Archon’s bloodline. They are as follows: Spoiler Numir's bloodline has strong will and are expert liars; their body language cannot betray their intent and they always seem to be telling the truth. Carical's bloodline has a matronly disposition and tactful minds; their charm is immense, allowing them to use the rite of restraints on siliti to stage 1. Hallin Kord's bloodline has a penchant for honor and enhanced muscle memory, allowing them to learn physical crafts and techniques twice as fast. Cadmium's bloodline has a keenness for theatrics, art, and expression and extreme flexibility and grace, that of dancers and contortionists and keen hand-eye coordination. Mictlanti's bloodline has a fine appreciation for music and are inherently composed, comfortable being statue-like - still and silent - for as long as they wish without going mad or getting tired, an invaluable skill when imprisoned. Solomon's bloodline has a keen eye and appreciation for detail, to the extent of being able to envision the texture and makeup of alchemical reagents (as well as potions if they are already masterful alchemists) without the need of an ocular apparatus. This only functions on items within one block, for the sole purpose of deciphering signs and symbols. Illia’s bloodline possesses the psychic ability of ‘dowsing’ wherein they can locate mundane objects (or written words) through supernatural means within 1 block (such as finding a desired object in a cluttered drawer or desired line in a passage) instantly. They are commonly covetous and hoard things. Krogak’s bloodline has poor empathy yet finds purpose easily to which they cling and possess ivory teeth as well as 2 extra pairs of retractable fangs, one on top and one on bottom. Eireamhan's bloodline is unknown as he has been exiled to his plane for centuries and no known siliti come from him. The stone serpent’s own eugenic and bigoted views are apparent in his design of the silit’s marrows. The transformation ritual only functions on ‘clean’ mortals; full blooded descendants - humans, elves, orcs, and dwarves - free of interbreeding or excess immortal tampering. Whilst siliti are unable to reproduce with one another due to an array of complications, they can conceive with a descendant of their original race, creating sickly though otherwise ordinary descendant offspring, without the curse of the silit or any traits of the metaphysical bloodline inherited from their Archon. These children are at excess risk of congenital disorders, always afflicted with one or more of the following: Albinism Brittle bone disease Chiari malformation Cystic fibrosis Hemophilia Hypoglossia Spina bifida Strabismus Additional, lesser malformation that are optional include: Acute allergies (animal(s), nut/food, insect sting, etc.) Other skin disorders (vitiligo, eczema, rosacea, psoriasis, etc.) Other eyesight disorders (near/farsightedness, astigmatism, etc.) Other birth defects (missing or malformed digits, malformed features, etc.) Interestingly, these malformations and disorders are miraculously ‘cured’ should the child themself become a silit, their re-tethered souls correcting their askew blueprints thanks to their unhallowed lineage. -All siliti belong to the bloodline of one of the nine Archons, that being whomever their creator belonged. A silit’s bloodline can never be changed once they have been transformed from a descendant. -Only full blooded humans, elves, orcs, or dwarves can become siliti. The rite of rebirth would fail whenever attempted on any other race or half breeds between the main four. -Also excluded are those who might belong to the main four but whose body or bloodline has been drastically altered by the likes of magic, alchemy, and deific influence such as ‘Blessed Ones’, someone inhabiting artificially created bodies such as Klones or Machine Spirits, Kharajyr, and Ascended and their bloodlines warped by Aeriel’s influence. -Siliti cannot produce children with one another. Children can be born of a silit and a descendant of that siliti’s initial race though must suffer one or more of the outlined congenital disorders. Death Mechanics Sustained entirely by an array of ethereal marrows and the genus that fuels them, siliti have no purpose for much of the anatomy inherited from their once-mortal forms. With no need for breath, an inability to eat food and an optional pulse, their respiratory and digestive systems are redundant to their survival, whilst their circulatory systems act predominantly as a container for the excessive blood they consume, and subsequent storage for much of their bodily genus. As a direct consequence, siliti have no practical need for their lungs, trachea, larynx or diaphragm, nor their oesophagus, liver, stomach, gall bladder, bladder, pancreas, intestines or bowels. Whilst still subject to the pain expected when such are damaged, the loss or failure of these organs has no bearing on a silit's survivability bar the bloodloss experienced as collateral from gruesome acts such as disembowelment, albeit at one quarter the bleeding time required of most descendants thanks to their excessive blood stores. In this regard a silit could swallow nails to no effect or even perform surgery to remove their organs and hollow out their chest cavity if they so desired, and would still be able to function at their usual capacity. The silit's dependency on blood and their modified cardiovascular system is still of much importance, however. The heart of a silit - whilst its beat and subsequent pulse is optional - still serves as the epicentre of the circulatory system in which most of their genus is stored, and if destroyed or at the very least cut into, will release their excessive blood at the same proportionate rate as any mortal. That is to say a silit who has been 'staked' will have their body fail due to bloodloss within mere seconds, in a similar manner to the fatality descendants will experience when stabbed through the heart. Further, whilst a silit is sustained and in some ways heightened by their marrows, their ability to sense and move is still anchored on the health of their respective sensory organs and nerve endings, as well as their muscles, tendons, ligaments and the bones they cling to. For instance a silit who's bicep is split open will lose the same capacity for movement in that limb as a descendant in the same situation; a silit who's eyes are gouged will similarly be blinded until their eyes regenerate and so on. As the control centre of a silit's physical form, the silit's brain shares similar vulnerability (though not identical, as siliti are unable to fall unconscious) to a descendant's, and destruction of the brain would mean instantaneous defeat. Whilst a silit will seldom 'die' in conflict, their bodies - excluding a lack of dependency on their respiratory system, as well as a circulatory system able to endure quadruple the bloodletting of the common descendent - retain for the most part the mortal shapes and limitations once held before their transformation from descendants. In this regard flesh and bone can be severed and shattered using the same tools as most descendants, and bodily destruction can and will occur when a battle is lost. With the conclusion of such gruesome conflicts, the gift of regeneration inherent to all siliti will begin its work at timescales relative to the trauma they have endured (see Ethereal Metabolism). However, the remnant soul of a silit's form requires escape and solitude to begin this arduous process; bound by ethereal marrows and unable to cross into the Elysian Wastes as most dead descendants would to be carried through the soulstream, a silit instead is forced to travel on the material plane. Therefore, at the discretion of a silit, their corpse (including any spilt blood or severed flesh, bone and gore) can be demanifested with their defeat; unravelled into a mass of crimson vapour that will either fade over time or shoot skyward until gone from view, on occasion accompanied by the rumble of thunder. Whilst a silit can leave a corpse behind if they so choose - allowing the illusion of 'death' should a vampire wish not to expose themselves - it will eventually deteriorate at the same rate as any carrion and bear no lifeforce nor properties linked with the soul nor undeath. -The ability to unravel is a solely aesthetic mechanic and cannot be used to gain advantage in any still ongoing combat. Mental Description Beyond the afflictions upon the mind felt in different states of their hunger cycle, siliti are for the most part as mentally capable and fragile as their descendant counterparts. That said, every silit experiences a period of adjustment wherein their mentality and view of the world shifts from that kept in their mortal lifestyle to their immortal. Usually concluded when reaching an age where they have been a silit longer than they ever were a descendant, siliti will become disassociated with their race of origin, viewing them in the same manner their original selves might’ve viewed other branches of the mortal tree. That is to say whilst a silit of human origin can retain their cultural roots, upon full transition they would see themselves as no more human than they do orcish. Spoiler Relationships This eventual disassociation plagues siliti with a sense of quiet superiority when compared with descendants and an arrogance that usually leads to them underestimating most other creatures as simple and in some way less mentally capable than siliti, only worsening with age. It is also what provides siliti with the ability to comfortably feed on descendants, with relationship to those met after this period being distorted into one of three categories: Chattel The relationship siliti have with most descendants, ‘chattel’ in this regard describes the perspective that descendant strangers or new acquaintances who have not proven themselves significant are in some way objects or goods for siliti to possess, make use of or ignore entirely. Chattel are to siliti as farm animals to descendants. Domestication The relationship siliti have with descendants of minor significance and familiarity. ‘Domestication’ in this regard describes the perspective on descendant colleagues, establishment representatives, or intelligentsia (the latter often being discarded when a silit has learned all they can) that a silit will deal with at some regularity and recognise as of use to them, very often pertaining to the enthralled. The domesticated are to siliti as close animal companions are to descendants. -Whilst it can also develop naturally, the ‘domestication’ dynamic will always arise between a silit and their thralls or descendants they have fed from thrice or more, with a preference for said descendant’s blood being developed. Obsession The relationship siliti have with descendants of major significance and familiarity. ‘Obsession’ in this regard describes the perspective on descendants that a silit will dedicate an extensive proportion of their time and resources to. A dangerous infatuation that plagues siliti with anxieties about the descendant in question’s mortality and eventual expiration, they are often driven to the point of attempting to have those not being fed from converted into siliti themselves out of fear of losing them (for which reason siliti fortunate enough to know the rite of rebirth will often avoid developing connections with descendants like the plague, commonly living as hermits for fear of spreading the curse too far and invoking their Archon’s wrath). The obsessed over are to siliti as prize belongings and unhealthily possessive love interests are to descendants. -Whilst it can also develop naturally, the ‘obsession’ dynamic will always arise between a silit and a descendant they have fed from five times or more, with an addiction to said descendant’s blood being developed. This is with the exception of thralls, whom siliti have safeguarded themselves against obsessing over via the ‘rite of restraints’’. Aversions The above stages are juxtaposed immensely by their perspective on dragonkin, whom all siliti fear and will seldom tolerate the company of without triggering a fight or flight response. Immense paranoia surrounds the likes of azdrazi, furthermore, with siliti tending to make sense of their actions as part of some great plot to bring about their demise and being at the very least distrustful of heralds, obsessively fussing over their marks and having them removed. Born from their weakness to draconic flame, siliti are naturally inclined to avoid open flames and natural lights from it. Whilst the more tangible impacts of this aversion are recorded elsewhere, it should be noted that being in the proximity of any pyre larger than a bonfire will spark unrealistic anxieties concerning catching fire themselves. Beyond this siliti struggle getting comfortable under any light greater than that of a hearth, oftentimes preferring to depend on their darkvision and dwell in relative darkness. This is most potent when left in the sun without suitable cover from the likes of rain or snow clouds, armour, heavy clothing, headwear or parasols. Leaving a quarter or more of their body exposed to sunlight will irritate siliti like dry sand, causing their minds to crave the coolness of shade. After a narrative hour, they will feel an irrational desire to itch and pick at their skin, along with chapped lips and a thirst only quenchable by blood (which will effectively ‘reset’ these effects as if they had just stepped out into the daylight, should the silit not alternatively rest shaded from the sun for a narrative hour). By three narrative hours the sun will become difficult to bear, and siliti will violently claw at their own skin, finding it incredibly difficult to focus on any task not directly linked with the consumption of blood or the seeking of shelter from the sun. Once six narrative hours have passed, the experience will grow torturous. Siliti will begin to feel as if ants were burrowing into their skin, or as if they were being burnt by matches held over them. Unable to think or feel beyond the urge to feed or cower under shade, the longer a silit is left from this point on the more traumatised they will become. It is said that a silit will become unhinged after a day in the sun, and go fully mad after three, making it a popular form of punishment for those who are caught deserting the ranks of Hallin Kord’s Undying Army. A product inherited from their forefathers - the Archons - during the annihilation of the bohra and on the Night of Ten Treacheries, siliti experience a strange and to themselves unexplained aversion to pigs and boars, encompassing their smell, their sounds, as well as the presence and other people’s consumption of pork. The extent of this discomfort varies, ranging from general unease around the animals and queasiness when watching others consume pork to an outright phobia of pigs, boars and hogs. In this vein pigs and pig products are considered offensive, taboo and derogatory across Hazmstatd and silit courts of Hazmic culture, where calling a silit “swine” is considered offensive. Lastly, all siliti who have been dealt blows by salted weaponry or otherwise been tormented by it are likely to be uneased in its presence as it reminds them of sharp, grueling pain. To some this will make them nervous at the sight, smell, or even knowledge of its proximity which lends to the folklore of salt lines or their aversion to lakes, streams, or beaches. Yearnings Siliti, as expected of parasitic creatures, suffer an instinctual addiction to blood. Similar to an opioid dependency, the presence of genus-having blood will be distracting at best to a well fed silit, akin to an appetizing meal, attractive interest, or free and available drug fix. Starved siliti will break into cold sweats upon resisting its temptation, mentally preoccupied and burdened by the presence of an open wound. Withered siliti will be unable to contain themselves, breaking into beastial fits to try and sustain themselves. By nature immortal, always eventually returning to their corporeal form or being left to stew in the Red Nexus, the most potent yearning of a silit is their search for purpose and meaning. Constantly shifting their interests into different fields and struggling to remain engaged with the goings on of the world around them whilst they themselves remain stagnant, the silit will find themselves in a never ending cycle of motivation and depression, forever seeking purpose through which they might give their eternal life meaning. With this same realization of the length of eternity, siliti commonly seek change from the hollow boredom that is timelessness. Because of this they have episodes where they seek out new excitements, a change of scenery, or a redressing of their life. Be it by commitment to an ideology, cause, political project, academia, arcane delving, and so on, eventually all tastes will run sour and yet siliti will retain an unquenchable thirst for a permanent means of justifying the eternity that lies ahead. Interestingly, the instincts of siliti also lead them to echo a similar mental paradigm towards dragons as the bohra of old, an ironic product of their unknown relationship with Malghourn (almost all of the nine archons having passed to their broods the falsehood that Malghourn played no part in their creation, and depictions of the stone serpent as a distant tyrant as opposed to their inventor). That is to say their fear of the draconic will lead them between two extremes: in the first example, sycophancy, a silit will tremble before higher drakes, drakaar and dragaar, desperately attempting to win favour in pursuit of some form of mercy. Alternatively, a silit might take the inverse approach, choosing to either accept their fear and cut all possible ties with dragonkin, avoiding them at all costs, or the more bold amongst the siliti will even attempt to conquer their anxieties, consumed by an ambition to hunt, eradicate or subdue any and all dragonkin as part of a grand scheme to make the world a safer place for them. -Siliti cannot ‘sense’ azdrazi nor heralds and must be informed in some way of their identities as such through roleplay. That said siliti will have an instinctive aversion to undisguised, draconic looking azdrazi and will react in a manner as accommodating as a cat to a mouse, or adversely as boldly as a mouse to a cat. Furthermore, the abilities of azdrazi and heralds will not immediately be understood as 'draconic' unless a silit already has an in depth understanding of the respective skillsets of heralds and azdrazi, or has through narrative means come to understand the azdrazi or herald character as in some way affiliated with dragonkin. That said, a silit’s natural aversion to flame will still trigger a considerable level of anxiety in response to fire-manipulating abilities, regardless of if they understand its source to be draconic in nature. In this regard a herald posing as a skilled pyromancer would be recognised as a potential threat to a silit, though without sufficient roleplay to clarify the source of their power is draconic a severe reaction would not be triggered. The Hexalogue The Archons fashioned a code of conduct siliti must abide by, terms by which they follow as to not offend their Archons and in turn their unknown lord, Malghourn. These tenets are cultural and breaking them does not incur OOC punishments, however it is strongly believed by siliti given their necessity in the rite of rebirth and their magical imprinting upon their minds that there very much so is real punishment associated with being caught breaking them. Because of this silit covens commonly keep to these laws if not more designed themselves and actively punish those who break them for fear of their Archons dismay and potentially higher powers; siliti, especially Hazmic siliti who are more educated about the Archons, truly dread the thought of Krogak, the Headhunter or Mictlanti, the Turnkey being sent to punish them if not by the hands of their respective Archon, all of which imply fates worse than death. These cultural tenets include (and are read IRP during the rite of rebirth): I. Immortals do not prey on their own. To drink the blood of their kin is murder, and murderers are exilat.II. Immortals do not expose their own. To wilfully arouse suspicion unto their kind is vanity, and the vain are exilat. III. Immortals do not fraternise with dragonkin nor the exilați. To consort with their enemies is treachery, and traitors are exilat. IV. Immortals do not elevate the undeserving. To spread their blessings to the unfit is desperation, and the desperate are exilat. V. Immortals do not recklessly entomb. To imprison the innocent is wickedness, and the wicked are exilat.VI. Immortals do not forsake their Archons. To stray from their progenitor’s will is savagery, and savages are exilat. Additionally, because of the genuinely real threat of Krogak, Mictlanti, or an Archon or even Malghourn’s agents coming to subdue troublemakers, players who are banned have their absence explained IRP as having been abducted and jailed in a crimson coffin for the duration of the ban, their crime likely unknown and perhaps thought to be mere cruelty. With that, should a ban be permanent or a silit player be blacklisted from siliti and/or blood magic, their character is jailed permanently and they forever lose their character. This explanation is used whenever appropriate for removal as opposed to being reverted back to mortality because it would otherwise break the theme of the lore in that siliti are cursed to be immortal and cannot truly be free of their condition or truly die, only be imprisoned for eternity in a crimson coffin or abandoned as a bodiless soul in the Red Nexus. Red lines: -The Hexalogue is a codex with which all siliti are inherently familiar and physically incapable of forgetting. Corcitori and regular descendants do not know the Hexalogue unless taught such in roleplay. -Whilst very much so intended as tenets to which the archons hold all vampires besides themselves accountable, a silit is in no way obliged to follow them; merely expected by the norms of most vampiric societies. Exilat for instance is a social term meant to denote a lower, untouchable ‘caste’ of vampire though has no mechanical function unless characters choose not to give it weight. Abilities Bound by curses and enchantment - the marrows of blood magic - siliti have the ability to understand and make use of a variety of innate supernatural abilities as well as exclusive minor ritual practices utilising their ethereal marrows as well as the blood runes of old, with an innate potential for blood magic. A portion of ritual inventions passed on from the nine Archons to their brood, the silit rites and traits are sought after by countless pale scryers and arcanists, enviously dubbed ‘vampire magic’; a practice never to be held by mortal hands. Signates The combination of mortality and draining runes make the base signate for all siliti. Every silit that crosses over to or is created on the mortal plane is able to claim for themselves a signate: a combination of blood runes layered upon the pre-existing ‘silit’ rune forming a symbol with meanings unique to that silit. Whilst a silit’s marrows contain its soul and prevent it from slipping into the soulstream or being repurposed, a signate acts as an ethereal tether for the silit. In the case of the Archons, their signates are present within the nine bloodshards’ cores no matter how many times or by who the physical crystals are reformed, used by Malghourn to keep a tight leash upon his generals. In the case of lesser siliti, however, these signates can be reproduced on a whim by siliti and blood mages who have memorised the symbols and runic combinations. Signates are acquired through an epiphany had soon after being turned or traveling to the mortal realm for the first time, the shape decided upon and therein permanently burned into their mind. Signates must be drawn in fresh blood to be used. Their purpose is to identify a silit with their blood rune name in rituals; these rites include revival, long distance communication, entombment, and others. The destruction or lack of a presently written signate is inconsequential as they can always be written again. Signates are both guarded and widespread and are often political tools. They are required for revival which makes them useful to be known but in the same vein they are required to seal siliti in crimson coffins (elaborated on below), making them secret names that must be carefully given lest a silit be hunted down and sealed by their enemies such as mortal witchers or opposing silit covens. Lastly, a signate that is witnessed by a silit is immediately ingrained into their mind and cannot be forgotten, however they do not inherently know the identity of the signate’s owner. The Silit Rites A series of rituals sourced from the runes of yore, pertaining specifically to siliti and their underlings, the silit rites are a sacraments in blood magic common to siliti some of which only they can perform. -All rites must be taught in roleplay, they are not innate. Rite of Rest - NoncombativeMalghourn’s jailor general Mictlanti, the Turnkey invented a method for silit rest and at the same time a tool for inescapable imprisonment. Spoiler The nature of a silit is juxtapositional at times. Immortal creatures always running out of time until their next meal is required, the Archon Mictlanti initially invented the solution to this problem for the purpose of keeping prisoners preserved for longer. ‘Crimson coffins’ are coffins - or any tomb, box or other solid storage unit large enough to fit a descendant - bound with the properties of the runes mortality, flesh, silence, binding and life in specific arrangements with their signate upon the door which both imprison and preserve the silit or corcitoră within them. The Turnkey was not without more innovations and he later designed a better coffin which did not require a character’s unique signate, such universal prisons called Mictlanti’s fetters with which he could more easily catch and entomb his targets for indefinite periods of time. As a rule, all but the crypts of Archonic make - Mictlanti’s Fetters - begin at the same level of potency, and will only function if they are made bespoke for a specific silit using their signate. All coffins are by inherent design only capable of preserving a silit for a night (or - more likely - day) at a time, permitting them to sleep within it (where usually a silit is incapable of falling unconscious) as well as acting to indefinitely preserve their marrows if used regularly. In this regard a silit with regular access to a coffin of their own will still feel the thirst afflicted by neglecting their genus dependency, losing the boons and aesthetics of the ‘well fed’ state at the same rate as usual, however they will not fully degenerate to the ‘withered’ state and instead be able to indefinitely linger at the wretched medium of ‘starved’. Furthermore, a silit kept in a coffin without leaving (shelved) will remain at the state in which they had entered until their departure, at which point their degradation cycle resumes. When residing in a coffin at its default level of potency (T1), a silit has full access to their magics and abilities as well as the ability to shuffle from it (where appropriate with server soulstoning rules). Corcitori however are less capable, and - lacking the ability to shuffle - may be held indefinitely in a crimson coffin at this tier either of their own fruition or as captives without the means to escape unaided. The more nefarious usage of coffins is found at their second stage of empowerment (T2), should a trio of blood mages work to fuel the coffin with at least two units of genus to intensify the coffin’s bonds. In this instance, a silit may be forcefully held in their coffin against their will, their magics and silit traits (including the ability to shuffle away) suppressed so as to make them prisoner for any timespan up to four years starting from when the silit enters the coffin (up to one month of forced-shelving at the discretion of the blood mages conducting the ritual). A coffin can be prepared for this purpose in advance, should the blood mages in question spring a trap on the silit. In extreme circumstances, a coffin can be further empowered (T3) by a trio of blood mages should they fuel it with at least six units of genus. This permits them to amplify the longevity further, to an indefinite sentence or a custom duration of forced-shelving, at the discretion of the blood mages conducting the ritual. Akin to the lesser empowerment, this too can be done beforehand. In this instance, if no duration is set, the only means to be freed is by an external force opening the coffin. When laid in a crimson coffin of lesser (T2) or greater (T3) empowerment, a silit will feel any magics they might possess be silenced and be forced into a state of restricted strength, so much so that they are unable to escape the coffin unassisted if it is chained shut or built out of heavy enough material. At this point their marrows are preserved by the coffin and the silit or corcitoră within will stop losing genus, able to slumber (or be kept prisoner) without needing to feed. Further, corcitori kept imprisoned will not ‘age’ as time progresses during imprisonment in an empowered coffin, meaning a corcitoră with one hundred years remaining in their lifespan will still have one hundred years left to live after they have left a T2 or T3 coffin. It should be noted all coffins that have been empowered (T2 & T3) will give off an unsuppressable crimson glow when opened. This cannot be concealed with mundane nor magical means, though such illuminations will cease completely whilst the coffin is shut. Further, given the appropriate time scales relating to the amount of genus used in empowerment, T2 coffins will lose their empowerment once such has been expended, and blood mages cannot renew empowerment on a coffin until it has been spent (fully reverted back to T1). This interim between the conclusion of an empowerment and the production of further units by three blood mages to empower once more will always give an imprisoned silit ample time to utilise their shuffling ability and escape, making it impossible for a silit to be kept longer than four years against their will without the use of a T3 coffin or by complying to a longer sentence (OOC/ IC choice not to escape). The Rite of Rest may be learned by non-silit blood mages. Red lines: -Only blood mages who have been taught through roleplay how to craft crimson coffins can do so. This is not an ability inherently known by all blood mages or siliti. -Only a tier four blood mage can learn to create a coffin. Further, a group of three blood mages led by one of tier four or higher is required to empower a preexisting coffin though knowledge of creation is not required. -Crimson coffins require ST signage, as well as specification to the ST of a coffin’s intended timespan and the character a coffin is intended for (this is usually not recorded on the mechanical sign both due to text limitations and so as to avoid metagaming). -Crimson coffins require the signate of the silit or corcitoră they intend to contain in order to magically bind them; the only exceptions to this are the four Mictlantli’s Fetters, ownership and (where necessary) distribution of which is tracked by ST management. A coffin made without a signate or with the wrong character’s signate will have no special effect on mismatched individuals. -If an approved crimson coffin is intentionally bound or sealed shut with a silit or corcitoră inside of it the character will be forcibly shelved. For corcitori - who have no alternative character loss clauses like siliti do - this functions as a hard shelf that will persist until they are released through roleplay. Siliti however can only be held for the duration agreed by those who empowered it with ST or until someone else opens the coffin through roleplay. In both instances the Rite of Rest bypasses the usual 30 minute ‘prisoner’ rule as this is treated closer to a PK clause. -The rite of reflection along with all other means of communication are completely ineffective in the hands of - or when attempting to reach - any silit or corcitoră that is inside of a crimson coffin of T2 or T3 empowerment. -Crimson coffins will only preserve the amount of genus or longevity a silit or corcitoră has. They can not be used in place of feeding as the character will exit exactly as they entered. Rite of Restraints - NoncombativeOnce a power lost to blood mages of old, the rune of binding can be utilized by siliti upon mortals through their entrancing eye marrow. Spoiler Mechanics: Siliti are able to enslave descendants to some degree. This is done by simply establishing eye contact at first and continues in mesmerizing sessions of mental influence as enthrallment progresses, taking a total of three years (three IRL weeks) before a descendant is fully dominated. Should enthrallment end then any secret they had been asked to keep by their former master would be forgotten to amnesia (even beyond a mental mage’s ability to recover) with their experiences being recalled as an unhealthy friendship where the power of the rune of binding is stripped from them. Initiating the rite requires 2 emotes where the silit’s eyes become noticeably bloodshot, potentially even clouded over red, which then subsides and their enthralling stare is activated. (Stage 1): Initially enthrallment begins as a plain stare of consistent eye contact which can be done during conversation. This session is enough to charm a person wherein they are slightly influenced by the silit and feel as though they are slightly more trusting, they approve of the silit, or might find it hard to argue with them. The silit’s stare is vaguely mesmerizing, beautiful, or interesting and it can captivate the viewer. -All this does is induce vulnerability to persuasion from the silit. This comes off as the silit seeming interesting and appealing. The effects of the stare last for 2 IRL hours. (Stage 2): If a second charming session is repeated within the second year (second IRL week) of their odd relationship, the victim feels they can trust the silit and feel the urge to impress them or help them for little reward other than their company and approval. -All this does is induce fascination with the silit in the way a person feels towards a good friend. This allows for social pressure to be more easily exercised. The effects of the stare at this point lasts for 4 IRL hours. -Commands given at week 2 are not absolute and will be taken as a request from a friend rather than an undeniable order. Ignoring such commands is possible, though will leave the thrall with burdening feelings of guilt. (Stage 3): If a fifth session of charming is undergone in the third year (third IRL week) of enthrallment the victim can be persuaded with possible difficulty to cut the shape of a rune of binding into themselves somewhere on the body, committing themselves to the silit in a ritual of dedication wherein the silit then touches the carving and their relationship is cemented. The thrall feels immensely compelled to obey the silit’s every command. The thrall is completely unable to divulge information that the silit tells them not to spread, magically bound from speaking the silit’s secrets even during torture. A mental mage can access a thrall’s thoughts to discover this information, however, as with anyone else, the information is not apparent and requires excessive digging, probing, and fishing to find. The thrall regards the silit as their best friend, master, family member, or other such trusted position and recognizes their relationship as a healthy, natural friendship and are unable to be convinced it is anything else. At this stage the enthrallment can be broken if the thrall player chooses where over the course of 3 IRL days the rune of binding scar heals and scars over, the character visibly struggles to grapple with their relationship with the silit, and on the third day the enchantment fails, they regain their liberty, and all commands are finalized; if a silit tells their thrall to forget something should they leave their service they will indeed forget any information as ordered upon breaking away. -Stage 3 requires OOC consent to progress to. A player may choose to bypass the usual progression and jump straight to stage 3 if they desire.-Commands given to stage 3 thralls are absolute unless it defies the thrall’s fundamental morals or if they are uncomfortable being put in harm’s way in which case they can /roll 20 and if they roll 13+ they can defy the command but will feel tremendous shame as a result. Thralls who leave the service of a silit are often plagued with discomforting or disturbing amnesia as they lose memories of what they have done, where they’ve been, who they have known, or even who they are. Such memories can only be restored by returning to the same silit’s service as they are attached to the silit’s use of the rune of binding. Relinquished thralls typically take up a vice such as drinking or drug use to help them cope with what psychological harm may haunt them but with strong willpower and drive can overcome their trauma after one year (1 IRL week). Enthrallment and the rite of restraints act as a method of protecting siliti from their own fixation on their victim’s blood. Thralls remain in the domesticated category and a silit cannot become obsessed with them because of the magical bonds which ward off such extreme fixation. Lastly, because animals are lesser creatures, siliti can in the same way force the magic of a rune of binding upon them with their entrancing stare. This enthrallment, because of an animal’s lesser soul and mind, is therefore weaker. A silit can only enthrall one animal at a time which cannot be initially hostile, too large, or otherwise anything that would break the pet standard rules. Red lines: -Only siliti may learn and use this rite. -Creatures without eyes, natural eyes, or genus including animii, atronachs, darkstalkers, dragur, ghosts, golems, paleknights, and vargs as well as seers cannot be enthralled. -Charming a person to begin and progress with enthrallment requires 4 emotes of consistent eye contact. This is an active ability meaning the silit intentionally must try to enthrall someone (it doesn’t ‘just happen’ to anyone they make eye contact with) and it must be done within 5 blocks. The eye contact doesn’t have to be sustained, merely reaffirmed at least every 4 emotes. -A silit cannot FTB nor romantically engage with any individual presently enthralled beyond Stage 1, regardless of if they are enthralled by themselves or any other silit. -A silit cannot force a thrall to kill themself or do something obviously suicidal; if they die of such a complication it counts as murder on behalf of the silit. -A silit may release their thrall at any given time by speaking the thrall’s given name with the clear statement, “I release you” in a mutually known language. This must be done within audible range of the thrall. -The players of thralls may choose to break enthrallment where over 3 IRL days the character becomes distressed over their situation and their rune of binding scars over and, on the third day, are freed.-If commanded to keep secrets by their master during enthrallment then a thrall will completely forget such secrets when exiting their service. For example the identity of a silit as well as their general existence, where they live, who they consorted with, etc; all they would remember is the vague notion of a ‘bad friend’ who troubled them that they are now free of. If someone were to tell a former thrall of the forgotten silit’s identity or of their enthrallment they would be completely incapable of believing it unless told willingly by the silit formerly controlling them themselves. These memories are locked away in a manner similar to the mind marrow utilized by rogues in blood magic and can not even be accessed even by mental magics, held by the silit rather than in the mind of the thrall. Reinitiating enthrallment to the same silit restores these lost memories.-If slain by their current or former silit master, a thrall who chooses not to PK would suffer complete amnesia going back to immediately before their first stage of enthrallment and all memories from during their enthrallment are permanently erased. This is with the intent of discouraging metagaming and poor roleplay, acting as a legitimate counter to prevent unsavory and OOCly motivated roleplay as a consequence of accepting enthrallment.-Siliti can enthrall 1 animal at a time with 1 use of the rite of restraints which cannot be used on a hostile creature, it cannot be larger than a wolf, and the pet can therein not be used in any special way a normal character couldn’t in order to abide by standard pet criteria. Enthralling an animal doesn’t teach it anything, the animal cannot be supernaturally ordered (e.g. telepathically), and it is no more intelligent than it normally would be. A druid can commune with an enthralled animal and will recognize a strong bond akin to a pet that ‘loves’ its master. Rite of Rebirth - NoncombativeFirst theorised by Malghourn and Hazm Alhazred, the rite of rebirth is the convoluted process of sculpting a descendant’s body and soul with an array of marrows, remaking them as siliti. Spoiler Mechanics: The rite of rebirth is a closely kept secret involving the remaking a descendant’s soul blueprint through the filter of countless runes, which shall persist as ethereal marrows forevermore, the ritual process of creating further siliti is not one shared lightly, invoking the attention of each bloodline’s respective Archon. A harrowing experience, the process begins with an array of runes being painstakingly torn and carved across the descendant’s skin, drawing from the tried and tested arrays that were once used in various crafts of earlier blood magic such as the lost creation processes of dreadknights, rifts, soul transference, and countless other ancient sacraments. The end process of these wicked cuts will usually deprive the descendant of a bewildering amount of blood, enough to kill them were they not being sustained by the rite at which point a final mark is made upon the subject’s forehead. Using an implement covered with their own blood, the silit conducting the rite will ceremoniously close their eyes and cite the Archonic tenets, allowing their cut to be driven by unseen forces in shaping what is said to be the subject’s soul blueprint made manifest as a blood rune: their signate. Upon completion all blood runes cut into the subject (including any preexisting rune of binding from enthrallment) will begin to glimmer a brilliant red before burning away, with pain beyond the scope of words passing through the subject’s body, mind and soul before said markings vanish into ethereal marrows, as a new silit is born. By the hand of the Archon Hallin Kord, who sought to conscript the defeated Zar’akal of Moz Strimoza into his own silit legions, the rite of rebirth was evolved to purge deific, mortal-dark, and even demonic influence from the souls of converts, purging souls of both their taints or blessings and securing the remnants within the marrows of the siliti. In effect, devising a manner by which all mortal servants of the divine or practitioners of the unhallowed might be born anew, forcefully rid of their past boons and banes and reborn as a silit yet the magic is not absolute and cannot untie the bonds of extensive transformations. Of note, mortals with protected souls - templars of Malchediael, paladins of Xan, clerics of Tahariae, and druids of the Aspects - cannot be turned without their protection being compromised; this requires the mortal to be in violation of their tenets, willing to forfeit their connection to accept vampirism, or otherwise bein opposition of the morals and ways of their practice as to make them vulnerable. This severance and ritual blockading of the subject’s soul from their former nature leaves them scarred and tormented, traumatized by their past nature and unable to perceive such in a positive light again; these broken silit will forever associate their former curses, blessings or covenants with feelings of betrayal, disgust and guilt, coming to embrace their new form as if it were an evolution from a flawed and misguided past. Whilst capable of reverting damage and mutation to the flesh of these transcendent individuals, the rite is not capable of reverting a being touched by the soulstream to the living condition that is silit; undead creatures remaining beyond salvation. Further, as new marrows are laid upon a fresh convert's soul, any injuries suffered short of dismemberment that've been inflicted within a narrative day, as well as scars inflicted by the force ritual seal, would be reverted and healed upon the rite's completion. This healing also extends to congenital and mundane diseases and conditions. This is oft utilized by cruel silit lords looking to expand their covens, historically by granting the desperate and wounded a choice: to die as men, or keep living as beasts. Red lines: -Only siliti may learn and use this rite.-Because siliti have a PK clause and under no condition can they ever be cured of their vampirism, only imprisoned, being turned requires OOC consent. -The memory of the Archonic tenets is burned into the new silit’s mind upon the ritual’s completion, never able to be forgotten and always present at the back of their conscience as the laws to adhere to. -The memory of their signate is burned into the new silit’s mind as well as the minds of the siliti present for the rite, never able to be forgotten and always present at the back of their conscience. -Those bound by the rite of restraints before being turned into siliti will be freed from their enthrallment with full preservation of their memories. -Due to the complexity of the runes carved, the rite must be explained in depth to those wishing to learn it. It cannot be self taught by having the rite conducted on oneself or simply spectating. -The bloodline inherited by the new silit will be that of whichever silit’s blood is used when carving their signate upon them and cannot be changed. -Practitioners of Necromancy, Mysticism, Naztherak, and Shamanism as well as Epiphites will lose their respective MA(s) or CA in the transition to silit, their appearance reverting back to their natural form prior to undergoing said magic or CA. For instance an epiphyte turned into a silit would simply be a silit, having their epiphyte CA as well as any Druidism MA(s) denied upon turning and therefore rendered incapable of benefiting from said creature or magic’s traits. Practioners of Paladinism, Clericalism, Druidism and Templars of Malchaediel may also be turned but only if they are in violation of their magic's tenets, in opposition to the morals and ways of their practice, or may otherwise willingly submit to losing their connection. -Azdrazi, ologs, sorvians, vargs, all undead and phantoms (ghosts, gravens, paleknights, wights, liches, dragur, darkstalkers), all inferi (zar'ei, zar'kiel, zentherak, zar'akal), frost witches, sprites, anthroparions, atronachs, animii, golems, musin, wonks, demi-djinn, treelords, and all other CAs not otherwise listed as exceptions CANNOT be turned into siliti. Similarly any mortal who has been drastically altered by the likes of magic, alchemy, and deific influence in birth cannot be turned including infernal ‘Blessed Ones’, someone inhabiting artificially created bodies such as Klones or Machine Spirits, Kharajyr and Hou-zi, Ascended and their bloodlines, dark dwarves, and Mori'Quessir.-Whilst the rite of rebirth could be utilized to save someone from a fatal wound by converting them into a silit - keeping them unnaturally sustained until the rite's completion and their silit regeneration - it would have no effect on a dead body, no matter how fresh. Rite of Recollection - NoncombativeThe marrows throbbing within a silit act as a font of blood magic which a silit can align to artificially grant their own knowledge to practitioners like the bloodshards of old. Spoiler Mechanics: Bloodshards have acted as coveted, occult lexicons to blood mages throughout history and in the same manner in which they can psychically grant information - sparking one’s sensitivity to genus, granting runes, granting rites - a silit’s array can mimic this property. This rite is conducted by a silit drawing their signate on the forehead of a blood mage and offering them their blood be it by chalice, poured into the mouth, or suckled from a wound. With the initial taste the blood mage will experience a heart-pounding, uncomfortable rush and their cranium will strain with pressure while information and insights into blood magic become familiar to them in an instant as though they had studied it as extensively as the silit had. After 2 emotes of enduring this discomfort it fades and the blood mage finds themself keenly familiar with any rites, runes, and/or signates the silit chooses to share with them as though they were taught extensively. However, unlike bloodshards the implantation of knowledge by siliti and their marrows is imperfect and cannot exceed detailing 3 rituals and 2 bloodbending spells lest they overwhelm their student and cause them to slip into unconsciousness. This rush of artificially implanted knowledge leaves the mind sore and aching and the student cannot be subject to this effect again for 4 IRL weeks lest the attempt cause them to go unconscious and the information is lost. This does not bypass tier progression, rather it often serves as a quick method of updating a blood mage who may have fallen behind. Teachers are still fully obligated to teach their students when using this and do so OOCly by explaining any and all rituals and answering questions about them. An alternative use of the rite comes in the form of sharing memories wherein a silit through intense concentration can project a memory or dream across any reflective surface for another to witness in the same vein as the rite of reflection (albeit without the necessity for drawing runes). Conducting such would be done in the same manner as the aforementioned rite, utilising the same timescales and restrictions, though the key difference being a silit would apply their own signate to the reflective surface, as opposed to that of another silit they would usually contact. Sharing information in this manner would take the same amount of time narratively as a conversation describing the information, and could not be done in combat, and witnesses to the rite would see the silit’s memories from their perspective with the same level of natural clarity and detail as in the silit’s mind, meaning identities of individuals the silit did not know would remain for the most part obscured and the recalled events will be no more intricate than the details the silit already is aware of (for instance a silit could not use this rite to look back on a memory and pick up on clues they did not notice at the time the memory was created). Further, a silit performing the rite on a reflective surface would have to remain within three meters of the object or entity in question, whilst also focused and fixated on keeping the rite active, at most able to naturally gesture and hold conversation atop the projection (making the rite unusable in combat). Red lines: -Only siliti may learn and use this rite.-The rite of recollection is only accessible to well fed siliti. -The rite of recollection can not be used in combat. -When used outside of blood magic teaching, the rite of recollection is subject to all of the redlines, timescales and restrictions of the rite of reflection. Doing so requires a TA in blood magic. -Visuals and sounds shown upon reflective surfaces are unmistakably false and intangible to onlookers of intelligence higher than that of a small child or Olog, and cannot be used to deceive an individual as one might using sensory illusion. -The identities of individuals the silit is not familiar with (due to either three consecutive interactions or a formal introduction) cannot be clearly defined when shown by the rite of recollection (IE linking their minecraft skin would be considered attempted metagaming), though creature types, races and other prominent features - ie red eyes - or details that could otherwise be verbally described are fine to show. -This does not increase the speed of learning blood magic, meaning it does not increase tier or allow the use of rituals above a blood mage’s tier. A blood mage can know a ritual that is too advanced for them (above their current tier) but cannot attempt it until they fulfill the necessary requirements. -A silit cannot impart rituals, runes, and/or signates they do not know themself. All information that is given must be told explicitly OOC and rituals that are documented on app comments must be added as to maintain the paper trail. -A silit can only perform a rite of recollection to teach blood magic rites, runes and abilities once every 3 IRL days as it is a strenuous act to force their magic into a mortal which tires their marrows. This does not apply to sharing memories. -Similarly, a student cannot be subject to this type of lesson more than once in a 4 IRL week timeframe. A second attempt causes them to black out briefly and the injected information does not hold. A use of this rite cannot teach more than 3 rituals and 2 bloodbending spells in 1 use; runes and signates are not limited. The Reckless Rite - Noncombative A Silit with the proper knowledge of how to do so can afflict a descendant with the Corcitoră curse by harnessing the misunderstood signate of the damned archon, Eireamhan. Spoiler Should a silit succeed in incapacitating an individual and afflict them with severe bloodloss, they would be able to attempt to damn the unconscious descendant’s remnant blood with the curse of Eireamhan’s line by cutting the Hermit’s signate into their forehead. This signate - misunderstood as a meagre rune of insight by all who behold it, its true meaning lost to the world - would heal away instantaneously once complete, as the curse is then applied to the downed mortal. -Only siliti may learn and use this rite. -OOC consent is required for the Reckless Rite to succeed. -A Silit can only perform the Reckless Rite can only be successfully performed three times per month. -The Reckless Rite requires 3 emotes to perform, and doing so would require the Silit’s attention (they could not, for instance, carry it out whilst also fending off attacks or casting spells). -Eireamhan’s signate is misinterpreted as just another blood rune IC, and it’s true nature and origin is not knowledge held by any player character. Silit Traits Beyond their rituals, siliti have an array of powers they may employ in combat and at will or possess passively. They are as follows: Passive Sensing - Combative A trait of archonic design, siliti are capable of sensing the presence of their fellow vampires as well as their thralls. Spoiler As a consequence of their inherent desperation for blood, and the forbidden nature of Cannibalism’s use, siliti have been gifted with the ability to identify one another. Within a short distance of one another, a silit can ‘sense’ the presence of another as well as their own thralls. Either as a smell, an indescribable expression of body language, a traceless tone of voice or familiarity to their touch, a silit is capable of identifying one of their own through ethereal means indiscernible to any other creature, magical or mundane means. Behaving as an inborn radar that permeating through clothing, armour, and illusionary disguises, this ‘sense’ of another silit’s presence cannot be withheld or concealed, though nor can it be perfectly pinpointed. That is to say two siliti will not be able to pick eachother out of a crowd, though will at the very least be aware of another silit’s presence, which can eventually be honed to an individual if conversation, skin touch or eye contact is directly established between the two. This further makes it impossible for one silit to approach another unnoticed unless there are other siliti present already, distracting this ethereal sense. Additionally, a silit is capable of discerning whether a silit belongs to their own bloodline or another; an inborn familiarity (though not necessarily fraternity) being felt between those descended from the same archon whilst those of other broods are known to be strangers, and other bloodlines not shared with the silit cannot be perceived distinctly from one another. A silit’s traces can also be sensed in the form of those subject to the Rite of Restraints. Any thrall of a silit who has marked themselves with a rune of binding and completed their subjugation can be detected within feeding range. In this regard a silit will inherently understand any potential thrall as possessing ‘claimed’ blood that will not sustain them, and therefore is aware that any attempt to feed from them would be in vain. Unlike with other vampires, this sensing ability offers less insight into the nature of the individual’s origin; a silit cannot detect what bloodline a thrall is affiliated with, nor identify the silit they belong to from sensing alone. Red Lines: -Sensing can only be used to sense other siliti within the range of [Quiet], which is presently 8 blocks unobstructed. In this regard sensing cannot be used through walls, windows or other solid structures, requiring an unbroken line between the two siliti or between a silit and their own thrall. -Sensing can only be used to sense Stage 3 thralls marked with the rune of binding. In the case of a thrall belonging to another silit, thralls can only be sensed within the range of [Whisper], which is presently 2 blocks unobstructed. In this regard sensing cannot be used through walls, windows or other solid structures, requiring an unbroken line between the silit and thrall. Sensing also cannot identify who a thrall belongs to, beyond whether or not it is that silit's own. -Sensing cannot be obscured nor replicated by any interfering creature, magical or alchemical means. -Siliti cannot sense corcitori nor can corcitori sense siliti or their thralls. Shuffing - Non Combative By careful realignment of their marrows, siliti are capable of creating lesser blood rifts for themselves to permit instantaneous travel across the mortal plane. Spoiler Only to be done in appropriate accordance with server rules, siliti may RP an internal/inward rift that allows them to teleport specifically in the use of soulstoning. The aesthetic of this ability is left to the interpretation of the silit, so long as it implies teleportation as the end result. A silit cannot utilise this ability whilst bound within an active crimson coffin of T2 or higher, though it does function as a narrative explanation for a silit’s instantaneous ‘escape’ from a coffin upon its eventual reversion to T1 (so as to prevent an indefinite imprisonment enforced only by a recurring RP session once every three months). Further, a silit may only utilise this ability (again, dictated by soulstoning rules and mechanics) to transport themselves and the belongings they carry. It cannot be used to transport other people or structures.-Shuffling cannot be done in combat without the consent of all other parties akin to soulstone rules. The same applies to escaping capture, subject to the consent of all other present players and defaulting to soulstone rules where an agreement cannot be reached. Metamorphosis (Minor) - CombativeA silit’s eternal marrows allow them lower forms of bodily control, capable of twisting their vessel in horrific ways akin to a cat extending and retracting its claws. Spoiler Mechanics: Should they choose, a well fed or starved silit can contort their appearance to be monstrous whereas a withered silit is stuck in such a state until they feed. These mutations are chiefly apparent in the silit’s face and hands yet can affect their whole body. Fundamental examples include apply (which withered siliti must have): -Claw like, long, gnarled nails (no greater than normal nails) -Altered skin color, limited to pale and corpselike, greyed, blackened, unnatural white, or dark to bright bloody red (in which case they are often bleeding as well) -Altered skin texture, limited to chaffed, scaly, beaten and raw, thin and papery, gaunt and tight or warty and lumpy -Altered vein color, limited to dark red, purple, blue, or green -Altered eye colour, limited to their opposite (as detailed under 'starved'), blackened, milky white, or bloodshot / red -Elongated and sharpened canines of varying length (withered cannot hide them; like nails they are no greater than normal teeth) Additional metamorphic mutations include: -Blackened and bloody nails-An array of malformed teeth, tearing through one’s own cheeks in extreme cases-Varying levels of greying of hair, baldness, or hair which bleeds when cut or hair which grows wild and unkempt-Inconsequential splits and tears in the skin-Inconsequential bleeding, never enough to equate to actual portion loss-Noses flat and batlike or alternatively pointed and witchlike (or complete absence of)-Pointed beastial ears (or complete absence of)-Mild smoking or exuding genus in the form of a swirling haze of red mist Metamorphosis (Minor) requires 1 emote if only changing one feature, otherwise it requires 2 emotes to change multiple; this applies to gaining or removing features. Metamorphosis takes the form of a red mist or oozing, goopy, coagulated blood exuding from a silit’s body to mask the affected area which then takes the desired form.Siliti may also use this ability to write in their own blood via fingertip without having to wound themselves, leaving no cut. Therein they may write blood magic runes with their fingers and claws akin to quills. This will still drain the silit of genus at the same rate as if drawn from a fresh cut wound, and merely serves to alleviate siliti of the usual strain of constant wounding felt by mortal blood mages. Metamorphosis is an activated ability but altered features are afterwards passive and do not require concentration to maintain; altered features persist after death. Red lines: -A fundamentally monstrous appearance must be roleplayed by withered siliti, all fundamental examples applying to them and optionally more. -Aesthetic smoke or vapour exhumed from siliti is harmless, translucent and intangible, and cannot be used to the extent of obscuring vision or one’s appearance or causing asphyxiation. -Metamorphosis (minor) can be performed by starved siliti to appear more monstrous but not to achieve a more normal appearance. -Taken willingly or not, a monstrous appearance cannot be excessively weaponized. Sharp, long nails will act as they would if grown by regular descendants. The exception to this is in the case of mouths and fangs, which serve the purpose of rending flesh with bite power equal to that of a wolf. -Appearing monstrous will not alter height, strength, dexterity or resistance in any way. Metamorphosis (Major) - CombativeA carefully configured product of ethereal marrows - layers of the runes and rites of blood magic - siliti can temporarily strain their marrows to briefly echo the strength and durability of dreadknights and the speed and utility of rifts. Spoiler Mechanics: A well fed silit can enter a fleeting state of heightened magical power with their inherited blood magic. This permits a temporary boost in strength or durability akin to dreadknights, speed or agility akin to rifts, or greater scabbing in one act. A silit prepares this ability by suddenly shifting into a frightful, grotesque state and therein holding it to react to something or act during which they cannot do anything other than move, exuding a swirling haze of red mist. If a silit doesn’t use the ‘charge’ or is interrupted by an attack they waste the ability. Such acts include: -Traveling in a sudden flash of shifting red mist, instantly manifesting exactly 12 blocks away. -Reacting to catch a ranged projectile. -Sprinting suddenly in a rush of shifting red mist, covering up to double the movement distance of their descendant counterpart in the same emote’s timespan. -Sealing all bodily wounds that are not themselves lethal -Blocking one attack with their body as though it were heavily armored -Hitting (or pushing, pulling, or lifting) with one attack/movement with orcish strength Siliti are forced to end and waste their use of metamorphosis (major) after it has been charged yet not used and they are struck by an attack they do not react to. Metamorphosis (Major) requires 2 emotes to prepare wherein they must at first exhume a thin red mist before shifting into a monstrous state as described in metamorphosis (minor). They may then go about taking one of the listed actions in a third and final emote during which they cannot take other actions. Movements made (traveling, reacting, sprinting, hitting) leave behind a whirling haze of red mist and reinforcement (sealing, blocking) cause oozing, goopy, coagulated blood to briefly coat their skin. Metamorphosis (major) can only be used once every 12 IRL hours. Metamorphosis is an activated ability. Red lines: -Metamorphosis (major) can only be achieved once each 12 IRL hours (12 hours between each usage). Any attempts to surpass this will put too much strain on the silit’s marrows, causing them to uselessly sputter clouds of red mist. -Metamorphosis (major) is inaccessible to siliti who practice physically hindering magics. -Metamorphosis (major) is inaccessible to a silit whilst withered or starved. -Traveling consists of shifting ones form, either to simply travel a short distance or to aid in evading a ranged or melee attack that the silit knows is coming, allowing them to use a minor rift to teleport a set 12 blocks horizontally. Traveling cannot go through blocks and cannot be used to escape bondage (such as bindings or being grappled), there must be a clear path (but characters can be passed through). -Reacting consists of deftly snatching a ranged projectile such as an arrow that the silit knows is coming. Catching something doesn’t inherently incur any damage. -Sprinting consists of moving twice as fast as normal (usually 20 blocks) during which the silit cannot dodge anything, only at best weave through terrain. Sprinting is not dodging and a silit can be caught in their attempt if realistic. -Sealing consists of the silit closing all wounds that would not be lethal (e.g. disembowelment, stab to the heart) and cannot be used to replace lost limbs but it can replace lost fingers, toes, eyes, noses, ears, or lips. Sealing does not restore lost portions of blood. -Blocking consists of a silit tanking an attack, their body treated as though they were wearing platemail. This does not make them invulnerable (e.g. a golem could still smash them) and they will still suffer a wound albeit minor. Sword slashes, dagger stabs, and arrows are majorly negated. -Hitting consists of a silit taking a single action of attack that is empowered with orc strength such as but not limited to a punch, kick, or strangle. Using metamorphosis does not augment speed and therefore does not guarantee the hit will land and it can still be evaded or blocked. Darkvision - CombativeA gift of their marrows, siliti have keen eyesight even in shadow. Spoiler Mechanics: Siliti have acute darkvision, able to see clearly in even the most lightless of spaces but are adversely dazed by naturally bright lights and flashes which can even cause them to lose concentration, for which Siliti will often compensate with the use of eye protection to negate these effects outside of combat. When withered, this darkvision becomes more of a curse than a blessing, hindering a silit’s ability to see in daylight and their tapetum lucidum becomes apparent in less-than-bright spaces. Darkvision is a passive ability. Red lines: -Siliti do not have enhanced sight beyond the ability to see in complete darkness as a descendant would in broad daylight. They can only see as clearly and as far as a descendant’s peak vision.-Dazed siliti will lose their focus and are unable to gain such for two emotes. This can range from miscalculations in weapon swings, bad footing, or misfires in archery with an additional emote of disorientation if they become dazed while casting a spell. Siliti can be dazed by strong natural sources of light such as looking directly into the sun, having fire or a torch thrust into their face, or being burned by dragonfire on the face. -Siliti can only protect themselves against dazing with eye protection outside of combat. In combat this protection is nullified. -Withered siliti can not see past 10 blocks in daylight and their vision is blurred, suffering a glare they must squint through. -Siliti without naturally seeing eyes lack both the boons and banes affiliated with darkvision. Ethereal Metabolism - CombativeThe silit condition is a product of an array of intangible blood magic enchantments known as marrows. This inherent magic grants them a host of boons and banes, the core of their state. Spoiler Mechanics: A silit’s health is usually upkept by their ability to regenerate, tied in with their ethereal metabolism. Upon transformation their physical form is suspended in time by the array of marrows which keep them, making their forms unchangeable without relying upon metamorphosis, bar the natural length and style of their hair and nails. This makes it impossible for a silit to benefit from medical treatments and alchemical or magical mutations. The key benefit of regeneration is the silit’s ability to passively restore themselves from injuries over time when well fed in a manner no descendant could match, to varying extents and timeframes wherein whichever comes second is what should be gone with (given some RP fights might last longer than, say, 30 minutes or 1 hour). -Bruises, black eyes and broken noses will passively regenerate over the course of 1 IRL hour or 6 narrative hours. -Flesh wounds, stabs, and dislocations will passively regenerate over the course of 2 IRL hour, or 12 narrative hours. -Broken bones and knocked out teeth will passively generate over the course of 6 IRL hours or 1 narrative day. -Lost fingers, noses, ears, eyes or toes will passively generate over the course of 12 IRL hours or 2 narrative days. -Lost hands and feet will passively generate over the course of 1 IRL day or 4 narrative days. -Lost limbs will passively generate over the course of 2 IRL days or 8 narrative days. As well, deaths are slowly recovered from so long as they are of lesser severity (see ‘rite of revival’ for more details, including death and resurrection). Siliti will naturally regenerate given the following deaths and timeframes: -Bled out. The silit will regenerate after 1 IRL day. -Organ failure, disembowelment, stabbed through the heart, etc. The silit will regenerate after 2 IRL days. -Beheaded, dismembered. The silit will regenerate after 3 IRL days. -Burnt or withered to ashes. The silit will regenerate after an IRL month. The aforementioned marrows also gift siliti with inherent health: immunity to poison and disease, a natural strength, agility and endurance matching the peak level of their respective race, as well as enhanced (though by no means supernatural) reflexes. Their immunity to poisons and diseases is circumvented in the case of drugs wherein they can only experience them by proxy and can feed from high individuals to therein experience their high. As a product of their enhanced metabolism, siliti also have an inherent resistance to cold and are even able to wander through a tundra or swim through frozen over waters in relative comfort. This also renders them immune to the cold and numbing effects of rokodra and thanhium (but not thanic poisoning). Ethereal metabolism is a passive ability. Red lines: -A silit’s immunity to poison makes them unable to benefit alchemic healing or elixirs for the changing of appearance. Their body would also reject the afflicted symbiote in this regard. -The inherent strength and agility of a silit is equal to their respective race in peak physical condition. In this regard a silit that was once human will be stronger and more agile than most humans who do not live highly active lifestyles, however they will never be as strong as an orc. -A silit loses their enhanced strength and endurance if they choose to practice physically hindering magics; a silit with any Void magic would be as weak as any Void mage. -The inherent reflexes of siliti match what could be achieved from abundant drilling by a descendant and are not enhanced to superhuman levels. -A silit’s body is not exempt from the effects of the cold as their skin and muscles can still be frozen by alchemical, magical or even mundane means given prolonged exposure and the same pain and restriction would be experienced. -The regeneration of withered siliti is 4x slower. Weightlessness - CombativeA staple of the silit race’s mystique, the unique formation of marrows within them allow them to defy some natural laws such as gravity just as they defy time. Spoiler Mechanics: Siliti are blessed with the ability to float or hover, able to comfortably release themselves from the land and orientate themselves as they like, drifting a maximum of two feet from the ground or the surface of water. In doing so they may orientate themselves however they like and my opt to allow or disallow their attire and/or hair to obey or disobey gravity in turn. They enter a paradoxical state of behaving without the full restriction of gravity whilst by no means feeling weightless. Armour is still encumbering and slows their movement. Weightlessness is not flight. Siliti can withstand higher falls, landing gracefully from heights usually painful to descendants and with the right preparation they can slow their falling unnaturally to land from greater heights still without injury by being guided down by a swirling haze of red mist, requiring 2 emotes to prepare before descending. Weightlessness does not normally require emotes to start or stop and can be used interchangeably at will; weightlessness requires 2 emotes to prepare before floating over water. When doing so the silit exudes a swirling haze of red mist which guides their movement over water. Weightlessness is a passive ability. Slowfall is an activated ability. Red lines: -Siliti are not actually ‘weightless’. They weigh as much as any descendant their size ought to, but can choose to take the strain of their body weight from their feet when hovering. -Any given part of the silit must remain within 2ft of the ground at all times. -In combat, siliti require two emotes of preparation before levitating over the surface of any water deep enough to usually require swimming on their third emote. -In combat, weightlessness offers no advantage to a siliti's speed, strength or agility they would not otherwise hold when touching the ground. -Hovering must still adhere to mechanical standards and cannot be used to get anywhere they wouldn’t already be able to MCly. -Because water is a far less stable support, a silit’s magical levitation breaks if they are struck (including hit by a projectile) while over water which then cannot be reinitiated until they return to land. -Hovering has no impact on movement speed or endurance; acceleration stays the same and they will still tire as if they were moving normally. -Floating does not literally equate ‘weightlessness’ and must be done over a body of water or solid ground. Simply put, a silit can not float over an object that would not usually support their weight, to avoid abuse. The exception to this is if a person is lying flat beneath a floating silit (for instance sleeping in bed; the bed being the ‘support’ for the silit to float 2ft from, not the person) would not feel their weight for the sake of flavor. -Slowfall is linked directly with their ability to hover over the ground; this cannot be abused in the case of ‘gliding’ anywhere they wouldn’t be able to jump to mechanically or lock themselves in place and move horizontally. If a silit player cannot mechanically survive the fall or navigate to their desired landing point they cannot use slowfall to reach it. -Falls from any height greater than 12 blocks will require 2 emotes of preparation before slowfall can be used to effectively negate harm from falling. -Withered siliti cannot slowfall. Cannibalism - CombativeA truly heinous crime amongst siliti, serving as a deterrent against inter-coven conflict and intended for only the most extreme escalations, Cannibalism remains a constant taboo amongst vampire kind; the sole means by which a vampire can die. Spoiler Siliti are by most metrics immortal creatures. Ageless and unkillable by mortal means, a silit can weather any battle amongst descendants and - even if they are defeated and their body destroyed - eventually reform unscathed from mere dust. There is no spell that can unbind their spirits from the marrows that bind them to their flesh, and subsequently no avenue for the soulstream to claim them. To many siliti this persevering existence is emblematic of some divine birthright, and aggrandised as the feat of cheating death. To others, their static condition is a curse of stagnation; an unending state of lethargy not even suicide can free them from. Occasionally, however, a silit can die. Whilst there is no record of such, most scholars of Hazmstadt theorise that greater divinity - entities on par with the pantheons of Aengudaemonica - whilst incapable of ever cleansing a vampire of their marrows could still likely tear them apart, obliterating a silit. The more likely - and only alternative - means of bringing a silit’s permanent end is cannibalism. Rarely orchestrated and highly taboo, it is a gravely speculated belief that a silit willing to undergo the unhallowed act of feeding from their own kind can consume their brethren’s very soul should they drink deep enough. The truth of such superstitions is unclear, but the fact remains that if a silit’s veins are drank empty by another silit, a corpse will be left behind that will never recover and can never be awoken in undeath. In doing so, a cannibal silit is forever cursed to live as an ucigas. A predator amongst predators, socially considered the lowest form of exilat and anathema by most civilised vampire societies. Whilst functionally identical to all other siliti, an ethereal stench will forever dirty an ucigas’ marrows in the eyes of other siliti. Whilst mystical and untraceable by mortals or their magics, all siliti are able to identify an ucigas at a glance. Perceived similarly to sensing and uniquely by each vampire as a literal odour, a wildness in their eyes or a craven angle by which their stature will always be recognised, there is no mundane nor magical way for an ucigas to hide their untouchable status from their once fellow siliti. Their past sins - or in horrific cases, sins - are simply ‘understood’ by all higher vampires they encounter. The reaction provoked by encountering an ucigas is left open to the beholder and their own cultural conditioning, though an inescapable sense of fear and discomfort is a constant throughout these inter-silit interactions, the only exception to which being other ucigas who - whilst able to recognise one another’s misdeeds - have no inborn aversion to their fellow cannibals. Red Lines: -Cannibalism serves as a hard PK clause for siliti; a silit who has their blood fully drunk by another silit will be unable to reform as normal. Further, whilst a corpse will remain (that at player discretion can either crumble to dust, decay at the ordinary rate of a descendant corpse or remain eternally magically ‘embalmed’ and preserved) a dead silit’s soul can not be restored using any other magics. For example, a silit that has been killed could never be raised again using necromancy.-Once cursed as an ucigas, a cannibal silit will never be able to mask their nature from other siliti. It can at may be socially justified through roleplay, though there is no alchemic, magical or mundane means of lifting or disguising the curse. It is an ucigas’ responsibility to inform all siliti they interact with (to the best of their OOC knowledge) of the curse so that they can respond appropriately. Not doing so would be considered powergaming. -An ucigas’ curse can be detected by any silit within 20 blocks, and does not require line of sight to be picked up on. In this regard an ucigas is incapable of sneaking up on a silit, the sole exception being where that silit is either themselves an ucigas or is already distracted by/ aware of another ucigas in the same radius. -Whilst an ucigas will always cause discomfort to other siliti on their first encounter, this aura can by no means force an extreme reaction from another character; an ucigas cannot force other siliti to run in fear, for instance. The in-character response to discovering an ucigas is to be dictated through roleplay. Whilst the curse may be tolerated at the discretion of each silit player, justified by fear, a level of moral acceptance for the practicality surrounding a murderer in one's ranks and so on, silit relations with ucigas will always be overshadowed by a sense of dread and anxiety, Ucigas by nature will forever be percieved as distrustful and volatile to all siliti. -The act of drinking another silit’s blood must be conducted over the course of five emotes of drinking directly from a bite; three to incapacitate a silit (where their body would usually be destroyed by bloodloss) and two to drain them past the point of recovery. One additional emote is added to this count for each time a silit is thrown off and must re-establish their drain (meaning a silit interrupted every time they begin draining will require six emotes to incapacitate another silit and a total of ten emotes to complete the cannibalism). -Cannibalism cannot be done offscreen, requiring both characters to interact on the server. In this regard a silit that has been ‘killed’ and is presently unplayable whilst regenerating from injury (see Ethereal Metabolism) is not vulnerable to Cannibalism. -Cannibalism has no unique effect on corcitoră CT revival or PK clauses. Furthermore, corcitori are not able to detect ucigas. -PvP death, as well as 'downing' or 'restraining' actions emoted out following mechanical PvP negate this lore and are to be addressed with standard death rules. In this sense a silit wishing to overpower and cannibalise another must depend solely on roleplay conflict, as is the case with the 'Rite of Revival'. Red Lines “On my orders, servants of the Stone Serpent, for tonight we chase them back to Moz Strimoza!” - Hallin Kord the Quartermaster during a failed campaign to recover an infernal realm for Malghourn. -Due to their equivocal PK clauses, the forced shelving that comes with crimson coffins and the irreversible changes they bring upon characters, OOC consent is required to change a character into a silit. This in turn means players blacklisted from siliti should either have their characters shelved for the blacklist’s duration or forcibly killed rather than ‘reverted’ to their prior descendant race, which would invalidate the narrative of siliti being a permanent, incurable ‘curse’ and only reward poor roleplay. -Siliti subject to fatal injury cannot be resurrected by the monks or any other means than what is outlined in the rite of revival. -All rituals and rites must be taught through roleplay, be they silit specific or as part of the broader blood magic which siliti can access (being ‘awakened’ by default, not requiring a separate app for blood magic). In this regard the only ‘innate’ abilities siliti are born with are those listed as ‘silit traits’. -Siliti’s souls are self contained by ethereal marrows; they are unable to offer it or tamper with it. Their bodies are also locked in their regeneration, preventing them the ability to change it permanently (whether for magic or otherwise). This makes them incapable of becoming any other creature, including afflicted, azdrazi, inferis (zar’ei, zar’akal), izkuthii, golems, vargs, striga, epiphytes, or frost witches. Because their souls are claimed by Malghourn through these marrows upon bodily destruction they are unable to utilize klones (though they can still make klones for others), machine spirits (though still can make animii and machine spirits for others), and undeath (liches, darkstalkers, ghosts, gravens). -Similarly to the above, their soul being claimed my Malghourn and attached to marrows makes siliti unable to practice soul-involved magics including shade, frost witchcraft, seer (but a seer can become a silit; a silit cannot lose their eyesight), ascended, clericalism, paladinism, druidism, enaction of Yeu Rthulu, shamanism, naztherak, mysticism, necromancy, and thallassos. -Having their souls sucked into the Red Nexus to await the rite of revival upon bodily destruction, siliti cannot be raised as undead nor contacted by vivification, as they can never truly ‘die’, only be imprisoned. -A silit’s extreme metabolism that grants them immunity to poison also renders them unable to make use of medicines, drugs and alchemic consumables. They cannot be medically treated and can only experience drugs by feeding upon an individual experiencing them. -Siliti can not reproduce with one another and are reliant on turning descendants or bearing children with mortals of their same race who are prone to aforementioned malformities. -Siliti who practice physically hindering magics lose their inherent strength and endurance and access to metamorphosis (major). -Siliti are not affected by aurum. Their material bane is boomsteel. -Using the word ‘siliti’ is the draconic term for slaves, used by Malghourn and viewed as too taboo to echo by the nine Archons. In this sense using silit / siliti in roleplay is metagaming, period. Purpose Siliti solidify the aesthetic of ritualistic blood magic and mystical vampires as an alternative fashion to the old Dragon Age super-mage we’ve seen time and again where the actual magical properties are balanced and roleplay friendly while still allowing for the more ridiculous possibilities for ST events. Focusing on a conflict with azdrazi, each other, and the communities they enter, siliti are much more public and interactive vampires as opposed to striga which can more easily enable vampire hunting style roleplay that can affect entire communities as opposed to the roleplay of an individual and their in-group. In the same vein, healthy conflict can arise between the two breeds of ‘vampire’ given their thematically appropriate gravitation towards human circles, albeit are not limited to them; the effective ‘immortality’ of siliti being more applicable to the likes of elves, dwarves and orcs as it entails more than simply ‘long life’ and can consequently have a broader effect on the server’s different racial and cultural niches. There’s a significant focus on aesthetic and interactivity with their abilities as opposed to outright ‘powers’ which lore commonly strives for; silit ‘immortality’ could otherwise be achieved by an elf player who uses Cloud Temple monk revival, their passive strength and endurance (at their respective race’s healthy peak) is something any player could assert theirs having given it’s not superhuman, and all blood magic rites added either serve the purpose of encouraging hunting or ‘killing’ (force shelfing) them or can be summarized as an alternative means to usual player abilities e.g. the rite of reflection is a reskinned use of messenger birds and the rite of rest is IRP character shelving. This, we feel, is safeguarded by clauses mentioned in the ‘rite of rest’, which serves as a softer take on a ‘PK’ clause with the opportunity for characters to be imprisoned and punished before freed or in extreme cases outright hard-shelved in the same vein as a PK. The rite also serves as an IC explanation for dealing problem players (that have been banned or blacklisted) without inviting the RP invalidation of a character simply being ‘cured’ of their curses. This is supplemented by the silit tenets and various systems (such as only requiring ¼ of someone’s blood to be drank to yield the same benefits as outright killing them) designed to discourage murderhobo RP without outright silencing the players’ ability to go against a group or its OOC/ IC ideals by means of something like a disconnection clause, and instead actively encourages IC conflict between silit and seeking an RP solution to RP issues. As world lore, siliti tie off the loose ends of the Asulon blood mage eventline and Anthos Black Scourge eventline by folding the 2.0 and 3.0 antagonists into the conclusion of the bohra extinction while adding a solid foundation for future event lines and old narrative conflicts. It opens the door to future tie-ins with ST projects regarding mystical, fantastical vampires, Hazmstadt (or the other eight realms and their respective characters), and the future schemes of Malghourn. Blood Magic Addition The following are rituals initially known to the siliti which may be taught to blood mages. These rituals can only be taught by those who know the ritual. When learned, an ST member must comment on the player’s blood magic app saying which ritual(s) they have been taught. -All rites must be taught through roleplay -All rites require either the siliti CA or a blood magic app to use. Rite of Reflection - NoncombativeA grand innovation by the hand of Cadmium, the Witch, blood runes combined with a signate upon a reflective surface act as an ethereal arcane relay to contact their respective silit. Spoiler Mechanics: Cast across the earth and amongst the stars, the silit courts are oft spread far and wide past their respective Archon’s gaze. As a means of keeping contact and order both between Malghourn and the Nine along with their delegates, the Archon Cadmium developed the ‘speaking glass’ as a lesser version of the blood rift, allowing only light and sound to pass between a blood mage and silit via reflective surfaces marked with their respective signates. A speaking glass is a solid reflective surface imbued with the properties of the runes ethereal, transcendence, sound, and light etched in each corner. In the center they must draw the signate of the silit they wish to contact which will promptly vanish. Alternatively, a silit may mark a mirror with their own signate and - by the same process - mentally hone in on a thrall of theirs that has reached the third tier of the Rite of Restraints. At this point the blood mage or silit conducting the rite will lose their reflection on whatever surface is being used and contact can be attempted with the addressee. The face of the sender will then appear for the addressee on any reflective surface, allowing them to accept a link via mental concentration which causes the two to appear to one another as images over the reflective surfaces for communication. As well, a silit being contacted can hear quiet scratching of glass only audible to them while being contacted, signaling they ought to find such a surface. Because the sender is invisible and silent to all but the addressee this rite is thought to be the source of the folklore that vampires lack reflections. Lastly, when a sender uses the rite of reflection to contact a silit who is dead, their speaking glass will be overcome with a prismatic, red surface as they are given a brief glimpse of the Red Nexus, known to siliti as the crimson crypt which signals that the silit is dead and ought to be resurrected by the rite of revival. Red lines: -Only siliti, corcitori and a silit's personal thralls (after the final stage of enthrallment) can be contacted via a speaking glass, or blood mage event/lore characters such as the nine Archons or Malghourn when allowed. Siliti and blood mages may use the ritual. -The rite cannot be conducted without three emotes of preparation, following the exact same ruling on all other forms of in character communication across distance (i.e. ‘birds’). -A silit contacted by the rite can choose to ignore and dismiss contact at will by opting not to concentrate on the manifested attempt, similarly they will be forced to ignore and dismiss the contact in scenarios where they cannot concentrate, following the exact same ruling as all other forms of in character communication across distance (i.e. ‘birds). The ritual simply fails on the speaking glass’ end as a result of this. -Only the silit being contacted (and not their location nor present company) will be revealed on a speaking glass when the ritual is answered. Similarly only the silit being contacted will see the face of the operator of the speaking glass on reflective surfaces, who is completely silent and invisible to onlookers on the addressee’s end. This is exclusively with the exception of blood mage event/lore characters such as the nine Archons or Malghourn when they choose to appear to others. Rite of Revival - NoncombativeSiliti pass from their bodies to the Red Nexus upon death, and a blood ritual is required to call them back. Spoiler Mechanics: As detailed previously, siliti are supported by an array of intangible curses and enchantments in blood magic known as marrows, ethereal organs that supernaturally reinforce and augment their once-mortal bodies. A silit’s marrows reshape and freeze their soul blueprint which gives them their many properties, one of which being that upon death their soul passes into the Red Nexus, denying them the usual passage through the Elysian Wastes and soul stream to be laid to rest. As a result, when siliti die they become unplayable for a set duration listed below depending on the method by which they died and do not remember the circumstance of their death for 30 minutes leading up to it as per normal death rules. However, a silit will remember the feeling of ‘dying’ such as being disemboweled and the sensation of their guts falling out of them or the agony of being incinerated. The rite of revival is required to return siliti who have been outright destroyed but can also return siliti more quickly than naturally regeneration. This rite is a sacrament of blood magic utilizing a silit’s unique signate, their true ‘name’ in the runic script, which calls them back and reconstructs their immortal body or aids in restoring them if they would have otherwise regenerated and returned from less severe corporeal damage. Alternatively, the leftovers of a silit’s body can be used in place of their signate. The rite of revival is much akin to a summoning ritual, requiring a circle of flesh, mortality, power, draining, and life runes with either the target silit’s signate or their leftover corpse at the center. The siliti and/or blood mages must then shed 3 units of genus into the circle to contribute as fuel which therein causes the silit’s corpse - wherever it is in the world, including ashes or bones - to melt into swirling red mist and the horrific, gaunt body of the silit emerges from pooled blood of the circle in a withered state. Siliti naturally regenerate in the following circumstances with the following timeframes. -Bled out. The silit will regenerate after 1 IRL day. -Organ failure, disembowelment, stabbed through the heart, etc. The silit will regenerate after 2 IRL days. -Beheaded, dismembered. The silit will regenerate after 3 IRL days. -Burnt or withered to ashes. The silit will regenerate after an IRL month. Using the rite of revival, three blood mages or silit can instead revive a silit in the above examples instantaneously at the ritual’s conclusion. When a silit is revived in this way they are returned withered and near death, requiring a feeding within 1 narrative hour lest they fall over comatose and die once more. Siliti who naturally regenerate from ashes will also awaken at the start of their withered state (whilst others resume the state they were in at bodily destruction), leaving those that choose not to feed in an endless loop of degrading and reforming until they consume blood once more. This immense thirst is torturous to the point of the returned silit lashing out in a maddened hunger in an attempt to feed on the nearest descendant if a sacrifice is not offered. Red lines: -The Rite of Revival cannot be performed during combat.-PvP death, as well as RP ‘executions’ emoted out following PVP negate this lore and are to be addressed with standard death rules.-Siliti mechanically respawn at Cloud Temple, IRP they are resurrected at the location of the ritual.-All people required for the rite of revival must be either siliti or blood mages.-The rite of revival requires either the target silit’s signate or the leftovers of their corpse.-The ritual cannot be used to ‘summon’ siliti that are currently living or sealed in a crimson coffin. Rite of Revealing - NoncombativeDesigned by one of the nine as a means of equipping their bloodline for proxy conflicts with a rival’s brood, and later sought by self styled ‘vampire hunters’ meaning to get an edge over ravenous siliti, the rite of revealing serves to forcefully strip a silit of their minor metamorphic disguises whilst also exposing their signate. Spoiler Mechanics: Commonly a rite used by vampire hunters, the rite of revealing forces a silit out of any lingering metamorphosis (minor) alterations and causes their signate to appear upon their forehead as though it were just cut into their skin. A silit must be living in order for the ritual to work and therefore requires for them to be restrained lest they attack whoever is conducting the rite. Witchers usually do so in order to obtain the silit’s signate to then use to create a crimson coffin through the rite of rest to then imprison them. The rite of revealing requires at least 2 siliti or blood mages to create a ritual circle of light, flesh, ethereal, binding, and life runes with the silit’s blood which the silit must then be laid upon. The ritual practitioners then commit 2 units of genus to the circle which then triggers it, yielding the silit’s signate upon their forehead and returning their body to its normal appearance. Red lines: -The rite cannot be done inhand or during combat. -The siliti victim to the rite must be bound or otherwise incapable of resistance or offer themselves willingly for it to succeed. Citations BloodmagicStrigaeMalghournThe Nine ArchonsAzdraziBoomsteel Credits:Mordu (Co-author) Zarsies (Co-author) 67 Link to post Share on other sites More sharing options...
The King Of The Moon 5119 Share Posted June 5, 2020 10 Link to post Share on other sites More sharing options...
Pillsbury 22 Share Posted June 5, 2020 Sign me up. Omg I can’t wait to rp this incorrectly. 2 Link to post Share on other sites More sharing options...
MunaZaldrizoti 5674 Share Posted June 5, 2020 Link to post Share on other sites More sharing options...
Callistus 963 Share Posted June 5, 2020 1 hour ago, Zarsies said: higher genus concentration, Ascended bloodlines, inferis, vargs, and azdrazi even more so I apologize for the confusion around the subject of blood in the initial werbeast submission, but vargr are in fact entirely deprived of genus and will no doubt prove any cuisinière a much unsavory meal given their dissocation to holy substance and the sheer flawed prospect of their existence (they are, after all, living failures). 3 Link to post Share on other sites More sharing options...
Slayy 816 Share Posted June 5, 2020 Dam Blood suckers.... Spoiler +1 1 Link to post Share on other sites More sharing options...
_Sug 2554 Share Posted June 5, 2020 Wonderful as always Zar +1 2 Link to post Share on other sites More sharing options...
Zacho 1736 Share Posted June 5, 2020 sometimes i get on this website and look at the recently posted and anytime i see zarsies i think to myself ‘oh cool, that lore will be usable in about 1-2 months based on the speed of the LT’, and thats without reading it. Link to post Share on other sites More sharing options...
osumanduas 1436 Share Posted June 5, 2020 (edited) The changes that Zaries has made to the mechanics of the lore are pretty solid, the origin behind Siliti/Drakul is still as terrible as before however. A continent hopping mess quite ironically without any continuity. Dreori were leagues better in this regard, because they had the courtesy to try and be a separate thing despite being mechanically similar. Edited June 5, 2020 by methuselahs 1 Link to post Share on other sites More sharing options...
Archipelego 2093 Share Posted June 5, 2020 when you are a vampire, you become very sexy 3 Link to post Share on other sites More sharing options...
Zarsies 6024 Author Share Posted June 5, 2020 1 hour ago, methuselahs said: A continent hopping mess quite ironically without any continuity. Magic. Rifts can be used like Verge portals to go to/from Aos/Eos and land just about anywhere. 8 hours ago, Callistus said: I apologize for the confusion around the subject of blood in the initial werbeast submission, but vargr are in fact entirely deprived of genus and will no doubt prove any cuisinière a much unsavory meal given their dissocation to holy substance and the sheer flawed prospect of their existence (they are, after all, living failures). Updated. Ty, it wasn’t super clear. 2 Link to post Share on other sites More sharing options...
osumanduas 1436 Share Posted June 5, 2020 (edited) 5 minutes ago, Zarsies said: Magic. Rifts can be used like Verge portals to go to/from Aos/Eos and land just about anywhere. Continuity. Striga have no place using magically induced portals to go just about anywhere. I’ve wrote it all up in another response on the bit of lore I have the most of my problems with. You would have had me there if your own lore didn’t state that the character y’all conjured up SAILED to meet this Setherian toe-licker. That said I did have the courtesy to compliment what additions you’ve made. I know you couldn’t have personally written an origin story that riddled with plot-holes and creative cop outs. Edited June 5, 2020 by methuselahs Link to post Share on other sites More sharing options...
Zarsies 6024 Author Share Posted June 5, 2020 27 minutes ago, methuselahs said: Continuity. Striga have no place using magically induced portals to go just about anywhere. I’ve wrote it all up in another response on the bit of lore I have the most of my problems with. You would have had me there if your own lore didn’t state that the character y’all conjured up SAILED to meet this Setherian toe-licker. That said I did have the courtesy to compliment what additions you’ve made. I know you couldn’t have personally written an origin story that riddled with plot-holes and creative cop outs. I’ll put a more eloquent response on the Archon thread 🤗 2 Link to post Share on other sites More sharing options...
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