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[Guide] Siliti


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Spoiler

Most of this is a formality. The relevant details are under the Abilities heading.

 

Siliti

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Lore

 

Physical

Weaknesses

Note that while boomsteel can be handled with some discomfort by siliti, but when used to inflict injury will deal blows that require double the time to heal whilst the pain from such is significantly intensified. Fatal injuries struck by Boomsteel cause siliti to combust, dying in a fiery explosion that deals minor concussive force alongside 2nd degree burns to those within a 4x4x4 radius.

Siliti can endure any damage to their internal organs as they are unnecessary for their survival, with the sole exceptions of the brain and heart - both of which when damaged to the same extents that would be fatal to mortals will cause instantaneous defeats ('death') from which they regenerate on similar timescales to being decapitated or bled out respectively. 

 

Furthermore, when a silit dies the ability to leave a body behind is entirely optional (excluding where a body is burnt down to ashes). If a silit so wishes, their body (including any spilt blood or severed flesh, bone and gore removed from the majority of their form) can be demanifested upon receiving a 'killing' blow,  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.

 

Appearance, Feeding, and Blood Loss

Should a silit directly or indirectly kill someone they are feeding from the will not benefit from their attraction to a repeat-victim and their progress therein resets; therefore a silit cannot kill someone or their thrall and still benefit from their ‘enriched’ blood.

 

Mental
Aversions

Siliti have an inherent distaste for all forms of dragonkin, never able to fully trust or even humanise them. This always causes discomfort to Siliti knowingly in the presence of dragonkin and often leads to an escalation between them when interacting, such as a Siliti abruptly removing themselves from the situation, challenging dragonkin on their views or in extreme circumstances attempting to manipulate, undermine or even outright attack dragonkin on sight.

 

Siliti are uncomfortable when looking upon and cast under natural sources of intense light, and will often make efforts to cover their skin under sunlight and will avoid large open flames like the plague, inherently conscious of catching fire and almost always keeping themselves at a safe proximity from bonfires and hearths. 

 

Siliti have an inherent phobia of swine and all things piglike, usually to the extent of unease around them though at times escalating to outright horror. It is for this reason pig farmers are the least targeted by siliti.

 

 

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. Fed 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 favor 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 azdrazi and the markings of heralds when seen, recognising them as ‘something draconic’ and will react in a manner as accommodating as a cat to a mouse, or adversely as boldly as a mouse to a cat.
-The abilities of azdrazi and heralds cannot be as easily understood as ‘draconic’, though a silit’s natural aversion to flame will still trigger a considerable level of anxiety in response to them.

 

 

Abilities

When a rite is learned an ST member must comment on the player’s siliti app (which, notably, also functions as their blood magic app) saying which ritual(s) they have been taught and by whom. Said comments should be edited to remain as 1 as to not spam the thread.

 

Sensing

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.

Shuffling

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.

Signates

Signates can but do not have to be literally made i.e. an image created by the player to show what their silit’s signate exactly looks like. This is, however, allowed and acceptable to do for the sake of immersion.

 

Rite of Rest

‘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). 

 

Rite of Restraints

Because of the nature of thralling with this ability should be dealt with carefully. Thrall players must be afforded the respect they deserve and thus when a player opts to exit thralldom the silit must not make a problem out of it OOCly and shouldn’t abuse their character’s power over the thrall with OOC intent.

 

Enthralling animals must follow normal pet standard rules and are not inherently magical meaning a silit cannot order around their animal as though telepathic or in ways such an animal cannot be trained to be. 

 

Emote examples:
Petyr keeps his back turned to Leon as he pours frothy mead into the tankard. He stares deeply into the wooden barrel as he does so and outside Leon’s view he glares, eyes streaking with deep, bulging red veins.
Petyr’s eyes become hellishly bloodshot as though he sustained a terrible wound. He finishes his pour and rolls one shoulder before feigning a yawn and as he tilts back to let it out his eyes just as suddenly fade to normalcy.
Petyr pivots and offers the sloshing tankard over to Leon with his head inclined, a wiry grin taking his sharp features. “A fine brew for a fine man. It’s on the house,” the barkeep mutters, smiling weakly as he keeps his gaze trained on Leon’s.

 

Silit Traits

These abilities are inherent to siliti and are accessible upon conversion, with no (or entirely optional) requirements to be taught in roleplay.

 

Metamorphosis (Minor)

Well fed and fed siliti are capable of altering their appearance to resemble their withered selves, utilising any combination of the following traits 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 Fed), 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 mutations withered siliti are not required to have 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 which leaves no wound. 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.


Emote examples:
Petyr’s skin begins to pale, tightening over his form into a corpse-like complexion and a foul, bloody haze lifts from under his gloves and spills from his parted lips. 
Petyr’s skin tightens further, splitting and tearing at the corners of his mouth where mangled teeth protrude and foul, gnarled talons pierce his leather gloves.
 
Petyr lunges forward onto his hands and knees, retching loudly as a congealed, rancid-stinking red goop gushes from his mouth and pools in his pores, dribbling down his sweaty, pale skin as though he were dissolving into a bloody mess.
Petyr wrenches back up in a howl as his body sharply turns a deep crimson as if his flesh has melted away. His features are contorted and monstrous, eyes milky and wide, and wretched claws pierce through his fingertips. He snaps his head towards the cowering man, maw gaping and hungering.

 

Metamorphosis (Major)

Only accessible to well fed siliti who do not practice physically weakening magic, a silit may shift into a withered-like state and exude red mist before taking one of the following actions. If interrupted by an attack or willingly dismissed the use of the ability is wasted.

 

-Traveling in a sudden flash of shifting red mist, instantly manifesting exactly 6 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

 

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.

 

-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 10 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.

 

Emote examples:
Petyr lets out a hoarse groan and stumbles forward slightly down the hall as desolate, black veins ripple up his body and taint his skin like ink and his jaw disjoints to make way for numerous mangled teeth which penetrate his cheeks.
Petyr lingers in shadows of the hall for a moment as he wheezes and gargles, blood dripping from his cracked skin and budding from his nail beds which sprout twisted claws. Hiding in the dark, he exudes a blood red mist which lifts from his many wounds like smoke.
[!] As Petyr exits the dark hall and the marksman fires his slurbow at the beastly man there’s a sudden and violent spasm of crimson haze. Marching out of the shadows comes the beastly Petyr with the bolt tight in his hand, his black skin and malformed face contorting back to his usual pale and gaunt self while his talons fall away and his eyes fill in, dull as ever.

 

Weightlessness

Note that weightlessness is not flight and is majorly aesthetic, meaning a silit is not faster, more agile, or otherwise mechanically empowered by floating and follow all of their normal limitations. 

 

Emote examples:
Petyr’s bloodshot eyes dig into Leon as he stares at him from across the barn. With horrifically smooth motion he levitates towards the man, arms limp at his side as he rode an invisible force.

Petyr leaned over the ledge of the cathedral’s arch, peering down at the shaded garden below. He lets out a long breath as he closes his eyes and thin, wispy trails of blood red smoke gently lifts from his person.
Petyr turns aside briefly as the faint clouds of crimson collect around him. He scratches at his leg absentmindedly while examining the space below.
[!] In a fading, swirling vortex of red mist the elderly man descends from the flying buttress of the cathedral in an eerily slow and graceful supernatural fall.

 

Cannibalism

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

-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 (unless branded/marked or given an appendage to cast through without burning themselves prior to becoming siliti), 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).
-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.

 

 

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