Security_ 1074 Popular Post Share Posted November 30, 2021 Spoiler NECROTIC SIMULACRA - DARKSTALKERS AND DRAUGARS Beckoned are those poor souls, far beyond the soulstream where great knights of renown are called upon to serve a Lord once more. Clandestine from the reaches of mortality, beyond the abilities which sow dread and grief within the hearts of man lie the greatest feats of necromancy- to revive the damned to walk the plane forever more. Fully aware of their demise and the life they once lived, the hollow shell that they inhabit is but a grim reminder of the totality of eternity, and its uncaring vice. Simulacra, the undead slaves of the Rh’thorean necromancers are but a mimicry of their former selves, granted great feats of strength and sorcery to aid in the accursed rites that the Gravelords command. The land of Rh’thor lays in isolation, far beyond the lands of Almaris on the cusp of a river which stagnancy prevents the resoluteness of death. The art of necromancy was sacrilege, its damned touch was believed to have spawned the very ocean of entropy that crossed the lands of East-meets-West. Cast out to the lands of the unknowing descendants, the covens of necromancers quickly adapted, fashioning their own legion of the undeath. It was not long until the once isolated rituals were tainted and molded by the mortal hand, advancing the art beyond what even the Old Lords had achieved. Usage of scrapped and forgotten sacraments were combined with the ancient knowledge of Rh’thor, forging not only the blackest of souls, but a resurgence of the Resonant Knights and Arcane Draugars that Almaris had yet to witness. ARISEN AD AETERNUM The enslaved undead risen by necromancers require Sacraments that are taught and learned by teachers. Such Sacraments must explicitly be taught, and cannot be learned by simply participating in the ritual. Sacrament of the Usurer Ageless, from a time of yore the fabled days of Devirad, lived endless knights of Xion caught between the stagnant realm of life and death. Purposed to be the puppets and undead slaves of the coven, so is their forging one of deception and dread- as who would willingly give themselves to such a grim existence. A vessel that is worthy to house a resonant knight must be found, whether living or not. The unwilling soul must be bound and shackled to the realm, making the cadaver it inhabits its prison. This is done by inscribing runes and glyphs in the black tongue upon the body, and applying the needed reagents to prime the corpse for a new soul. A whole descendant is needed, culled to drain their life essence into the primed cadaver as their own soul is used to beckon another. Should a heinous coven opt to use a living person as the vessel for a darkstalker, they must simply carve the runes and hexes into the skin and muscle of the living. Requiring a scar of Heith-Hedran to weaken the barrier of life and death, the rite must be done near an active rift as to allow free passage of potential souls. With the corpse fully prepared, a tier four necromancer and three of his acolytes must draw forth their lifeforce, funneling it into the soon-to-be darkstalker. The body is forced into faux-life, as the soul clambers from the depths of Heith-Hedran to rejoin its mortal vessel- tricking the damned. As the darkstalker is first awakened, a trinket of their life must be shown and presented, enwreathed in lifeforce to cauterize itself spiritually as a grim reminder of a life once had. Redlines Four necromancers in total are needed in the ritual, one being T4. A scar of Heith-Hedran must be utilized, and within range. One descendant’s worth of lifeforce must be drained into the primed corpse- or, the living sacrifice itself is used as the vessel. This will then either be used to house the alien soul, or the soul of the very sacrifice if they are so unlucky. A momento mori must be chosen and made in the darkstalker’s awakening. Memento Mori For those whose soul has been returned to the mortal realm, the tool of their resurrection acts as the method of their subjugation: the memento mori. It is a grim reminder of mortality, something they will never be able to experience again. They exist in variety, no two are alike, for these trinkets were personal affections that signified something close to them in life. They can be in the form of a portrait, a necklace, a ring or anything else that a person could conceivably fathom to hold dearness to. For when the reanimated are exposed unto this item, they are overwhelmed with emotions and feelings they cannot grasp—the mortality that they once possessed. The act of such incomprehensible memories causes grave mental duress and agony. Until the item is destroyed, a Darkstalker is forever at the mercy of its wielder. Redlines The memento mori is chosen by the Darkstalker OOCly when their CA is posted. This item is specific to the Darkstalker it creates and will not function on another. The memento mori must be Story Team signed. The memento mori is not a phylactery, and ultimately the goal is for the undead attached to it to have the item destroyed to forever be free of its presence. Orders cannot be issued without the object within the presence of the Darkstalker. Merely averting the gaze from a memento mori will not detract from its agonizing presence. Using the memento mori as a tool for subjugation requires it to be exposed to open air and for the Darkstalker to be within its presence. These orders do not have to be strictly followed as this tool is merely a form of pain compliance. Momento Mori’s must be destructible, and are unable to be made of thanhic steel, carbarum, or any other ‘strong’ materials. Likewise, memento mori’s cannot be inaccessible, such as hiding them in a voidal pocket, or placing them in another plane of existence. Sacrament of the Thaumaturge The art of necromancy is not without sacrifice, as the soul of a weaver is forever black. Locked away from pursuing a multitude of magics, the Rh’thorean coven lacked the unknowable chaos of the Void. With a need to forge their own sorcerers from ages past has the ancient art of trapping souls within a phylactery been born anew. Coaxing a soul of a long dead mage, or using a renowned arcanist is the Draugur born by a mix of deception and the mortal fear of death, as few would give up their soul to the twisted maniacism that is prone among such vile creatures. The raising of a Draugar differs greatly from that of their resonant knight counterpart. Created in essence by a botched darkstalker ritual, the souls of once great wizards are sealed by the earth-rendering will of Heith-Hedran. First, the body of the mage or whatever remains of it is to be found prior to the ritual. If the body of the mage is lost to the ages, or their corpse somehow obliterated, a living sacrifice is needed to rip the magi’s own soul out of the soulstream. Such a sacrifice would be killed just before the ritual commences, acting as the vessel and its beacon. Secondly, a phylactery is needed to act as a prison for the soul, branding Draugars as soulless husks. In a similar fashion to darkstalkers, notations and inscriptions are placed- yet with gold shavings in patterns on the ground, not the body. Aurum dust is traced in a circle around both the body and phylactery, preventing any ethereal escape. The corpse is then covered in the shavings, preventing the soul from reuniting with its own vessel. In the midst of a scar of Heith-Hedran, the ritual is set to commence. Requiring at least one tier four necromancer, four necromancers fuel the corpse with an excess of lifeforce as the soul is beckoned from its slumber. In a horrid display is an endless miasma ripped from the scar, pouring a constant thread into the phylactery as the soul is ripped from its slumber. When the tail of the tenebrous mass is finally consumed, the phylactery radiates with the aura of its captive, the very husk beneath it awakening for its last time. Redlines The ritual to raise a draugar requires four necromancers in total, one being T4. The corpse of the mage is needed, otherwise requiring a living sacrifice to beckon the magi’s soul forth. A phylactery must be forged before the ritual commences. The intended vessel must be covered in aurum shavings. Phylacteries These massive lifegems, or anything crafted to store large reserves of lifeforce, are formed in one of two ways- first, by crafting a reservoir such as a huge urn, chest, sarcophagus, or etc. Whatever container is chosen, it must be composed mainly of aurum, that which will not allow for the soul to escape. After this, it must be primed by draining a total of three units of lifeforce into the object, with two continuous drainings leading to death for a descendant. This means two or three people may be used, depending. The other method to forge a phylactery is by constructing a lifegem. Lifegems are created by pouring three counts of liquid lifeforce into a bubbling cauldron, where it is heated to a boil. A mold fashioned out of blown glass, jade, crystal, or any gemstone is crafted to fit the massive reserves of lifeforce, with phylacteries often ranging from beach ball sized crystal balls to boulder sized diamonds that have been masterfully hollowed out. The liquid life essence is then poured into its cask, where it’s allowed to settle before the ritual. Phylacteries are brittle, even with those composed of gold taking only a slight battering to collapse, and the soul with it. Lifegems will break if they fall from any median height, are hit with any blunt force weapons, or are otherwise brute forced. No matter the make of the phylactery, all share the same brittleness akin to stone. With stone brittleness, a lifegem would only take four hits from a sword before shattering, and two strikes from a warhammer or mace. These strikes are shared with the reservoirs, with urns or chests harboring the same brittleness as their lifegem counterpart. A phylactery must be completely destroyed to PK the draugar soul it houses, as heavily damaging the phylactery has no effect, requiring the assailant to fully desolate the lifegem or aurum to finish the job. Item phylacteries are freeform, and may be compromised of anything within reason that can “hold” something as long as they are forged mostly of gold. Lifegems may take on a range of shapes and sizes, and simply require three counts of liquid lifeforce which is harnessed from the rite of draining. All phylacteries must be at least one cubic meter large to harbor the required lifeforce, unable to be put in chests. This means that all Draugar phylacteries are built in game, and must be represented appropriately. Redlines Phylacteries are used to house the soul of a draugar within. Should the phylactery ever shatter, the soul is forever lost to the Ebrietaes. All phylacteries will break after 2 direct strikes from a warhammer/mace, or 4 direct strikes from a sword/edged weapon. A phylactery must be completely destroyed to PK the draugar soul it houses. Heavily damaging the phylactery has no effect, requiring the assailant to fully desolate the lifegem or aurum to finish the job. Phylacteries are either lifegems, or aurum constructs such as a massive urn or chest. All phylacteries, no matter their make, are as brittle as stone. One would simply need to tip the massive thing over, or directly hit it with a bludgeoning weapon to shatter it. Aurum phylacteries must be composed of mostly gold, but may have details and other materials in its composition. Lifegems are created by pooling three counts of liquid lifeforce into a cauldron, before pouring it all into a glass or crystalline molding. Aurum phylacteries are created by tether draining three counts of lifeforce into the vessel. Phylacteries must be at least a cubic meter in total size, capping at three cubic meters maximum. For this reason, phylacteries are unable to be hidden within chests. Phylacteries must have a physical build and be marked by an ST sign. Due to the size of phylacteries, two players are needed to move or haul the thing, with only ologs and large constructs able to do it solo. Phylacteries must be placed in accessible areas, as it is where the draugar respawns upon death. They may not be voidal pocketed, or placed in collapsed caves or inaccessible tombs. Darkstalkers Resonant knights with souls as black as night, woe to the darkstalker which harbors great feats of strength at the cost of sanity and flesh. Often risen against their will, these skeletal foes are the prize guards and knights of the necromancer covens, many having been heroes or veterans in their past life. With an altered form and a weary mind, these servants of weavers are prone to lapse into the extremes of emotion, while others hold a strange resoluteness in the face of undeath. Each darkstalker varies in their visage and psyche, yet one thing binds them all in their Order - a black soul. The Darkstalker Existence Entropic and all consuming is the ravaged soul of a darkstalker. While the souls of the living may emit energy in the form of mana or auras, the black soul of a darkstalker is instead an inward drain of lifeforce and energy, craving constant nourishment that feeds off the prey and environment of the knight. This self-cannibalism is largely due to its traumatic and unnatural creation, dooming the knight to forever hunger for that which nevers satisfies. A mark akin to the stagnant abyss itself is embellished, twisting the soul which urges the corpse to shamble on, while also being the very cause for their visceral urge to feed. Ironically enough, this entropic soul is what grants the darkstalker their knightly strength, as the lifeforce within them is constantly consumed and recycled to strengthen the otherwise brittle bones of the skeleton. Physical Description Bearing a deathly visage, all darkstalkers are clearly identifiable as undead whether they are mummified corpses or fleshless skeletons. The stench of rot and decay may often linger about their cadaver, enticing some to fill their empty cavities with bundles of sage and incense to little avail. Few can recognize what once was, as who may stare into the empty sockets of a skull and find familiarity. Darkstalkers harbor limitless endurance, never to tire or falter, meaning they can spar for days if not weeks until their bodies succumb to the destruction of battle. Their height and stature are the same as they were in life, viable to change under the keen eye of a necromancer who wishes to fleshsmith the guard to their liking. Their strength is comparable to the peak of their living race, bearing an unnatural aptitude for combat and knightly prowess. The resolute nature of the darkstalker is largely due to the excess lifeforce present, strengthening the body far past an average corpse. The durability and resilience of their body is likewise increased, making slashing and piercing weapons rather benign against the undead, save for crucial ligaments. One well placed hit from a greatsword may sever or crush a limb, offering a more precise attack to their frames. Their bones may be cut, maimed, or broken, with blunt force trauma often bringing about the most damage to their structures. This entices the undead to equip armor, adding some resilience to their otherwise brittle disposition. When unburdened by excess weight, darkstalkers are spry and quick, easily capable of outrunning encumbered mortals and even some elves. Capable of bearing plate armor and not much more, darkstalkers do not tire- yet they are burdened by armor all the same at the cost of skill and rotational movement. Undead constructs such as these have no ability to sleep, breathe, burn, etc. With no blood they cannot be poisoned or used as a source of genus, and feel no pain- or anything physical for that matter. Only sunlight and holy magic may bring about pain to these otherwise unfeeling foes, with sunlight offering a burning sensation to uncovered undead. This burning sensation turns from benign to the feeling of outright immolation over a few minutes, forcing most to don cloaks or skulk within shadows. Mundane fire acts akin to sunlit fire when near an uncovered darkstalker. First it will simply bring the sensation of a tingling pain, growing over the course of ten narrative minutes to the sensation of complete immolation. This can come from any light source as small as a torch, all the way up to a burning pyre. It should be noted that destroying the body will not kill the darkstalker, as their skull will continue to live on. Only by smashing or obliterating the skull will a darkstalker finally succumb to death- no matter how temporary it is. It requires the full destruction of the darkstalker skull to riddance the soul of the abyssal knight. This means three direct shots from a crossbow, or hits with a sword, would likely obliterate the skull. Rather, two hits from a warhammer would likely crush the skull, with blunt weapons offering a more resolute hit to the cranium. Should the skull be forcefully rendered from the body, it will simply fall inert and crumble until the skull is set back into place. Darkstalkers due to their strength and vacuumous ashen soul are unable to learn magic in its fullest, save for specific knowledge-based feats. They are permitted to learn alchemy, further alchemy (animii crafting, anthroparion crafting, etc.), arcane displacement, and sorvian crafting. Redlines Darkstalkers are visibly undead when unveiled, with sunken and tepid flesh hanging from their structures. Only with the flesh facade spell is this correctable. Darkstalkers are undead with no muscles, meaning they have limitless endurance and may run or stay in combat for longened periods of time. Only the wear and tear of such activities may hinder them. With a lack of weight, they are fast and spry. Even with armor they are still quick, yet cumbersome with the constricted movement plate armor gives. Darkstalker bones are strengthened by the residual lifeforce they garner from draining, making their structures less brittle and tougher. A well placed sword hit may crack some bone, but blunt weaponry will achieve better results. Darkstalkers may withstand some hits to their skull, allowing it to chip away. Only when the skull is completely obliterated, or fragmented, will the darkstalker die. This requires three well placed shots from a crossbow or sword to destroy the skull. A warhammer only needs two well placed hits. A warhammer strike against an unarmored darkstalker, when pinned against a solid surface, would only require one hefty strike to obliterate the cranium. They are not harmed by poison, fire, drowning, etc. as there are no lungs to drown or blood to clot. Only sunlight and holy healing brings pain. Direct sunlight will bring about a burning sensation, feeling as though their entire body is on fire with enough exposure. Holy healing includes paladinism, and any other magic that directly attacks dark beings. They need not eat, sleep, and have dulled if not completely benign senses. Knights are as strong as their peak, living descendant counterparts and are unable to grow physically stronger. Any darkstalker that does not harbor a natural skeleton, or is larger than a descendant requires an Mart; i.e. a swarm of insects, an olog, or a serpentine abomination. Darkstalkers require a valid CA to play, and must be properly raised by the Sacrament of the Usurer. A darkstalker is unable to learn any magic, and any 'magical' feats. Only knowledge based feats such as alchemy, arcane displacement, or sorvian sculpting may be learned. This list is exhaustive, and permits feats which don’t specifically require a pure soul. Mind of the Damned Darkstalkers exist with a sliver of their humanity remaining, with emotions such as empathy and love lost to the void of nearly all sensation. Without touch, taste, or smell, they may often act cold or bitter, appearing as apathetic to the warm blooded. Some may never come to grasp their unlife, with few darkstalkers growing sadistic and mad in their eternal torment which was forced upon them. For the constant gnawing hunger of both flesh and lifeforce, it is not uncommon for them to lapse into their bestial nature, to satiate their unending appetite. Their moods may swing with the day, apt to change under the fleeting emotions that remain in the skeletal vessel. The few times they seem lighthearted may come after inflicting grief upon a poor soul, or with the euphoria that comes with draining. Outcasts in consequence to their unnatural existence, however dreary they may appear, the personality of a Darkstalker is not always grim, but rather twisted and derived from their original selves. Their mental state deteriorates the longer they are deprived of their lifeforce feedings, also possessing an Achilles' Heel towards their memento mori. That Which Hungers The constant vacuum of entropy that is a darkstalker soul requires fuel to keep the knight resolute, both physically and mentally. Every two OOC weeks, a darkstalker must drain one unit of lifeforce from a living being, requiring at least a descendant’s sum of energy in total. Should they refuse or are rather unable, their body will begin to weaken to the strength of a scholar, as armor becomes more unwieldy to don. Not only are they more frail and bones grow more brittle, their mentality turns to that of a starved lunatic. They may appear ghoul-like, frantic to find their next meal as to even tear the flesh from their victims in pleading hunger. Redlines Should a darkstalker go two OOC weeks without feeding, they grow enfeebled as their bones weaken. Enfeebled darkstalkers are incapable of Flesh Facade, conjuring Abyssal Flame, and from participating in rituals when Paramount (all detailed below.) Feeding is done by draining one unit of lifeforce from a living descendant. For reference, descendants hold two counts, dying upon being drained a second time. Armor becomes cumbersome to don. Their mentality grows closer to a ghoullike insanity until they feast once again. The Infallible Curse Those afflicted with the Infallible Curse—some in their pursuit of immortality and others against their will—are forever cursed to walk the realm. When the undying are disposed of, their soulbound lifeforce lingers in the world, unable to find peace beyond in the soulstream or the certainty of Ebritaes. Doomed to the fate of the mortal plane, this energy coalesces over a year before it finds a new host to inhabit. After this time has passed, the residual energy of the slain undead is forced to once again inhabit a random corpse, the soul forcing upon it the burdens of the body the undead once had. Even for those who willingly succumb to the fate of the Infallible Curse, it exists as a hellish purgatory for the damned dead, as one may find undeath is not so easily escaped. Redlines: Darkstalkers and Archliches can never be truly slain. Normal hard PK rules still apply, such as killing one’s self or otherwise. An undead that PK’s according to these rules cannot be brought back. After one 30 IRL minutes from the point of their death, the Archlich or Darkstalker will inhabit a new body. This body takes the augments of one’s soul, whether it be a necromantic modification or the capacity to wield mighty powers of undeath. Dying takes a toll on one’s psyche when the once again awake to find themselves in a new body, capable of causing one to feel numb and disillusioned to reality. This process does not require the assistance of a necromancer. A body is just found, where the undead simply awakes with their new body narratively in Cloud Temple or a soulstone pillar they are bound to. THE RUNGS OF UNDEATH The eternal life of a darkstalker is not only a miserable existence of stagnation; likewise to the living, they may climb and clamber to higher aspirations. Awakening The undead has only just been awoken and pulled back into life from their terrible slumber. A state of confusion, guilt and regret, undead of this tier are prone to emotional outbursts and other mental ailments characteristic of an unstable, tormented mind. Nascent Darkening A relic spell that had been passed down through eras, first from the Old Lords and before them an obscure source of power lost to time. Perverting the teachings of Rh'thor, a darkstalker is capable of conjuring an abyssal aura upon one hand and stealing the victim’s lifeforce, inducing painful necrotic disease equivalent to being doused in fire, intensifying the longer the touch is maintained. Consumption To escape and climb the rungs of death, a freshly born darkstalker must fuel their twisted soul with the life of others. Over a narrative four years, three counts of lifeforce must be drained to fuel their ascension, wherein on the final day of their first year, they may strengthen their ties with Heith-Hedran and become Regressed. Mechanics and Redlines Spoiler Darkening: Effects of Draining In contrast to the victim’s agony, the darkstalker is granted a brief euphoria and sense of vitality when draining, equivalent to a brief and potent high which lasts for a few moments after the draining is complete. Though this does not make them any stronger or improve their physical state to any significant degree, it would be heavily addicting and drive them to great lengths the longer they attempt to go without it. Non-Combat - Cantrip To perform darkening, a darkstalker must manifest an abyssal aura which appears as a thick black haze which swirls around their hand. With this, they may manipulate lesser living lifeforms as they see fit, such as a patch of grass or shrub. So long as it is touched or in the immediate proximity of the darkstalker (5 meters) they may steal the life from it so that it appears withered and decayed. This grants no benefit to the undead save for a slight euphoria, though does nothing to replenish their energy or ability to cast. As this is limited to a cantrip, it cannot be used combatively. Combat - Direct Drain The darkstalker may also use this method to a more malefic capacity, capable of actively sapping the lifeforce from a descendant. This would require two emotes to channel the haze, before the knight must grapple their target victim and begin to drain the lifeforce. This feels alike to hot needles which are pulled out from under the flesh, which may overwhelm the victim and cause them great degrees of pain. Over the duration of two more emotes, assuming direct physical touch was sustained, the victim will become gradually weaker and frailer until they are incapacitated. This would not kill them outright, though would render them unconscious and gaunt for a moderate duration until aroused. Should they be drained yet a second time, the individual would shrivel up and be killed. Effects of Draining In contrast to the victim’s agony, the darkstalker is granted a brief euphoria and sense of vitality when draining, equivalent to a brief and potent high which lasts for a few moments after the draining is complete. Though this does not make them any stronger or improve their physical state to any significant degree, it would be heavily addicting and drive them to great lengths the longer they attempt to go without it. Knights who deny themselves the art of draining will often go mad from their lack of the vital sustenance they so crave in their state, becoming weak and lethargic until they shrivel away and die. Redlines Does not kill the victim the first time, only renders them unconcious. Direct touch must be maintained the entire spell’s duration for success. Touch draining requires 2 emotes to channel + 2 for full effect. Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals. Mortal/Combative draining refers to the draining of any humanoid, mortal, or otherwise player character that is not explicitly weaker or more resistant against necromancy. Combative draining does not wipe the memory of victims. Consumption Three darkening drains over the course of an OOC month are required for an Undead to become Regressed, another step in their acclimation to the undying burdens they harbour. Draining does not need to be done within the first month, simply darkstalkers are unable to advance to Regressed until a month after awakening. No physical changes appear, simply the lifeforce available within a darkstalker grows upon their ascension. Redlines Consumption is the only way to ascend from Nascent to Regressed. Three units of lifeforce must be directly drained. For reference, descendants harbor two counts of lifeforce, dying upon draining of their second. After an IRL month has passed, a darkstalker will be able to ascend if or when they drain their third time. Longing Having grown accustomed to their damned existence, undead of this progression possess a better temperance of their bestial tendencies and depravities by virtue of the proverbial equilibrium they have reached between life and true death. Regressed Flesh Facade A corpse may be utilized as a husk, sometimes matched to mimic the living vessel which requires the aid of a necromancer. Such is achieved through a specific variant of fleshsmithing where, after the process is initiated, the malleable vessel (forged of whatever corpse or meat scraps are within reach) miraculously “aligns'' itself with the darkstalker’s soul to restore their original appearance, albeit pale, uncanny and deathly. This process becomes less and less perfect as an Undead becomes less mentally sound, and wears off much quicker under the duress of battle. Consumer of Consumed A grand rite of “ascension” with the aid of at least three necromancers and two living sacrifices is required for a Darkstalker to achieve Paramount through ritual. Consuming the soul of the sacrifice, the resonant knight is brought to the lead of their orders, gaining knowledge and power rarely seen by the enslaved undead. Mechanics and Redlines Spoiler Flesh Facade Unable to fully disguise on their own, a darkstalker relies on the mastery of flesh that necromancers wield to construct crude facades of skin. By fleshsmithing a corpse’s worth of biomass, a necromancer may cover the skeletal darkstalker with a crude patchwork of flesh and sinew, creating a husk. This husk appears somewhat unsightly, often holding the effects of disease, rot, or blight in some of its areas. Eyes appear glassy, muscles twitch or are unresponsive in general, with it quite literally being a suit of meat inhabited by an alien skeleton. Fueled and nurtured by the darkstalker’s lifeforce, so must a knight be fed as to prevent further rot and decay. Darkstalkers that have not fed in two weeks are incapable of bearing such grim visages, with the husk quickly decomposing within an OOC day of enaction. Likewise, freshly born darkstalkers that have not ascended to become Regressed do not harbor enough lifeforce to support a fleshy husk. Flesh facade may easily be tarnished in combat, with swords capable of rending flesh from bone, or fire smoldering away the remnants of life. Bearing no blood in dried veins, the husk used is otherwise embalmed and lacks any signs of life (no working organs, blood, etc.) The wear and tear of battle can easily deteriorate the flesh, only able to be sewn and rendered back together by capable necromancers. Notable as well, if a darkstalker casts any spell other than darkening, their husk will rapidly begin to rot and decay. If fully removed, or upon death of a darkstalker, a new husk must be made entirely. Redlines Husks give no combat advantage whatsoever, and cannot be used to mitigate damage. Husks are incapable of use when Nascent, or when enfeebled. Enfeeblement occurs when a darkstalker hasn’t fed in two OOC weeks. Flesh facade requires a necromancer with fleshsmithing and a descendant’s worth of biomass to perform. Fesh facade will quickly deteriorate in battle or in extreme conditions like firelands. Enacting any spell that is not darkening will immediately begin to corrode the husk within 4 emotes, with skin and flesh peeling from the bone. Husks naturally appear deathly or grim in some way, unless harnessing illusion or otherwise. Ascension The ascension of a darkstalker welcomes the knight to their fullest potential, only truly achieved by the most cunning and brutal of their kind. Akin to the knight circles of yore, the leaders and knight paramounts were often those who went through trials and tribulations to garner their position. To rise to Paramount within the Rh’thorean courts follows a similar practice, with the resonant knight often commiting great feats of savagery or war to prove their worth. By subduing two worthy sacrifices, three necromancers in aid of the soon-to-be Paramount gather in rite. Commencing the ritual, three necromancers tether the living sacrifices to the darkstalker while also funneling their own lifeforce into the knight. This over engorges the life reserves of the resonant knight, strengthening the soul to one far more resolute and twisted. Often they appear ashen after their transformation, brimming with lifeforce that clouds their decayed forms. Redlines Becoming a Paramount darkstalker requires a learned ritual to be led by a necromancer and two acolytes. Two living sacrifices are required to be drained by the darkstalker while the necromancers offer their own lifeforce. Must be done out of combat. Once the body is consumed of its lifeforce, the darkstalker gains all abilities in the Paramount section. Totality Apotheosis of undeath, only Darkstalkers possess the resilience to withstand the ritual for this state, and rarely do they truly obtain the means to do so. Their hunger grows more ravenous than before yet they are also endowed with more boons, glimpsing further into the powers of necromancy and gaining a mastery of mortal will unparalleled amongst the living, and even the dead. Paramount Abyssfire The soul is but an image of mortal will, a force of change and synonymous with the ravenous and bestial desire to consume by all things dark. So does its flame possess no temperature, nor does it emit light beyond a pale moonlight glow; only force that pushes and gnaws. Harkened of the black sea that tapers endlessly from the shores of Rh’thor, ascension brings forth echoes of the Abyss. Khôr Blades Black blades, a sign of merit sworn to each darkstalker that achieves the apotheosis of their existence. Carrying an aura of entropy and ruin, khôr blades are forged for the sole purpose of inflicting heinous wounds upon mortal Man, harrowing them with abyssal blight. Mechanics and Redlines Spoiler Effects of Paramount Ascension brings about notable changes within the physiology and abilities a darkstalker wields. Most notable is the ability for a fed Paramount to act as a substitute for a necromancer within a ritual or sacrament. A paramount may never be the one leading a ritual, as it still requires the thaumaturgic expertise of a necromancer to enact, yet ascended darkstalkers can fill in for as many necromancers as long as one necromancer still retains knowledge of the ritual. Often it is knight paramounts who welcome their brethren to ascension, taking part in its rite. Abyssfire The flame that a darkstalker produces differs greatly from mundane fire, foremost being that it holds no heat. This ashen flame cannot burn or cinder anything, rather it is cold, unable to scar or maim anything let alone human flesh with its abilities. Abyssfire carries a chill to mortalkind who place their hands to its tenebrous contour, apt to bring an uneasy, anxious feeling to mortals in its presence. Undead beings however feel a slight sense of relief when in close proximity of abyssal flame, an emotion otherwise lost to the damned agents of Rh’thor and Mythul Tlahn alike. The abyssflame consumes any light that nears it, creating natural areas of shadow and night where it is placed. Abyssfire comes in three forms, conjure, enwreathe and evoke. Redlines Abyssflame comes in colors from black to odd whites, unable to turn anything that isn't monochrome. In general, abyssflame has an aesthetic effect in a two meter radius, making undead feel comforted, and the living slightly uncomfortable. Abyssflame can never “burn” someone, holding instead a concussive weight when used in combat. [Non-Combat] Conjure: A fully realized darkstalker may call upon the embered flame of their soul to hold it within their hand to offer some solace, or to place it into a receptacle like a lantern or firepit. Abyssfire works akin to a torch yet opposite, acting alike to an abyssal aura that swallows any light within its radius, while still offering its comforting effects to undead within proximity. The flame can bring no harm on its own, yet what it is applied to may, such as a cistern used as a morning star. Abyssfire can blot out torches, extinguishing any active fires within its radius as a cantrip effect. When applied to an item used in combat, this allows for the abyssfire to snuff out small, non-voidal flames within two meters of the ruinous flame. Small flames infers any fire as big as a torch or smaller. When amassed into something like a pyre, the effect can spread to a maximum of fifteen blocks, where light will fail to enter such a radius, and undead/accursed souls are comforted. Conjure has no firm emote count outside of combat, requiring at least 1 emote to conjure the abyssal flame, and another if the Paramount wishes to imbue it into an item. Items imbued with abyssfire may take on an ashen and corrupted appearance, and may be any item capable of holding flame such as a cistern, lantern, bonfire, torch, etc. If the item is able to be used in combat, conjured abyssfire grants no additional effect. Abyssfire items require ST signature, and may be mechanically represented however wished. Redlines Conjure Abyssfire is purely aesthetic in all regards, and any changes in items imbued with it only harbor minor aesthetic changes. Abyssfire cannot harm or drive away mortals, it will simply bring them discomfort to be within close proximity of it. Abyssfire, when out of combat, has a cantrip radius of a normal torch in which its effects spread. This effect will diminish or snuff out mundane flame in its area. When imbued into an object that is used in combat, the object only has a cantrip range of two meters in radius. It will only snuff out flames up to a torch or smaller, and has no effect on voidally evocated fire. Undead within range of the flame will feel comforted by the abyssal fire. This comfort temporarily alleviates any anxiety or depressive emotions which are common amongst undead. Items imbued with abyssfire must be ST signed, yet builds and blocks incorporated in the world with it do not. [Combat] Enwreathe: Akin to the resonant knights of ages past, a blade may be enwreathed in the soulflame of resonant knights to grant their blade strength, at the cost of durability. Black flames broil from the edge of their weapon, teeming with a blight that slowly decays steel. The enchantment grants weapons the swinging force of a mace for the same weight, however it instantly shatters mundane weapons. Darkstalker weapons treated with their own lifeforce known as Khôr blades are more resilient, only breaking after three consecutive swings. This change in weight allows for the blade to sever armor more easily, likewise shattering the blade with sheer force. Three emotes are required to conjure, then apply the flame that lasts until it strikes a surface, or until the blade shatters. The last (3) emote is when the weight takes hold, and may be done mid-swing when prepared correctly. Should one complete the first two emotes, the enacting third emote of the spell may be delayed for two emotes. If withheld for longer than two emotes, the effect would dissipate, and the spell must be reenacted. If the blade comes into contact with metal, that being chain or plate armor, a shield, or even another sword, through sheer force and weight it will rend through the substance, while also severing the blade. Where the blade enters is where it severs, meaning fissures or dents caused by enwreathed blades only affect where they strike. Enwreathed abyssfire has no max amount of casting, and generally requires one to prepare other weapons in lieu of destruction. Due to it obliterating weapons in one strike, it should be rarely used, and carefully drawn upon. A normal blade weighs anywhere from 2-4lbs on average, meaning once it is enwreathed with abyssal flame, it would raise to about 10-12lbs. This makes the blade somewhat unwieldy yet deadly, capable of severing through unarmored limbs in one fell swoop. For weapons that are not blades, soulfire makes warhammers and maces about 10lbs heavier at most, packing more punch into a hit, while losing dexterity and maneuverability. Redlines Enwreathe may only be cast upon a weapon within grasp of the darkstalker. Enwreathed abyssfire requires 3 emotes in total to cast, two to charge and the third embellishes the flame upon the weapon. The third emote may be stalled for two emotes at most until the spell fails. After the blade strikes any surface, the sword obliterates and the spell wears off. This may allow fragmentation to become lodged in a wound. Enwreathed weapons gain 10lbs of weight once enacted, allowing for mightier swings at the cost of maneuvering and weapon durability. While the spell is made to allow for passage with blades, blunt weaponry may likewise utilize this spell. Maces and hammers will still obliterate after use, and the spell only gives them more force behind their swings. The spell allows for swords to more easily pass through hard surfaces, but may not go through surfaces thicker than 1 inch. This does now allow swords to go through any material stronger than what they may normally puncture, such as steel, but rather it makes it easier. Enwreathed weapons work best against unarmored foes, while still capable of getting lodged in the midst of armor or limbs. The added weight does not make the sword any harder to dodge, and if the swing misses it will likely strike anything behind or below the target. Enwreathed abyssfire may only be used by fed, paramount darkstalkers. [Combat] Invoke: There is a third form in which abyssfire may be harnessed, directly and condensed. Coalescing their lifeforce, darkstalkers may fashion a condensed shape of abyssfire to cast out at their targets. Such shapes, whether they a ball or a mimic of an item, are purely blunt in their damage, akin to combustion within fire magery. Spouts of invoked fire are concussive, close-range blasts that extend to two meters before the knight, with a strike equivalent to the swing of an orc. The form may take whatever aesthetic appearance, but is never larger than a basketball. The spell always takes shape as a lone coalescence of burning lifeforce which is then thrust from the darkstalker. This strike is similar to a fire evocationist’s fireball combustion, giving the heft and push of a human's strength. This may knock light and enfeebled foes off their feet, and may push resolute enemies a meter back. Such a spell also discombobulates, able to sever connections and temporarily knock the wind out of opponents. Invoked flame can dent armor and knock the wind out of someone, but it rarely will maim or cause any lasting damage, harming unarmored foes the most. Invoke requires 2 emotes to cast, one to summon the flame as it takes shape, and one to launch it forth. The abyssfire can take on any aesthetic image, as long as it is clearly abyssfire and applies the same mechanics. Invoke may be cast three times a narrative day at most (or three times within combat), with each subsequent usage of it requiring +1 emote to the charge. Invoke has a max range of two meters, intended to be used in close combat. Redlines Invoke requires 2 emotes in total to cast. Invoked abyssfire appears as a condensed ball of black fire that may be shot forward. The shape may be altered slightly, but nothing too uncanny or out of character. The invoked abyssfire may not be larger than a basketball, and only affects where it strikes. The abyssfire is only concussive, offering nothing else. The concussive force is the same as a combustive large fireball, bearing the strength of an orc’s push. Such a push may knock weaker foes to the ground, or more resolute foes a meter back. It may also knock the wind out of the target struck, lasting only for one emote. This also breaks voidal casting. Invoke may only strike one target. Invoke has a range of two meters, fizzling out past the range. Khor Blades: Forged of blackened steel submerged in stagnant lifeforce, khôr blades are tethered to the very soul of the darkstalker. First the weapon must be forged within the range of where the lifebanks are thin, where Heith-Hedran is weakest. The end of the sword is submerged in the world scar of Heith-Hedran by its owner, gifting the blade with a corrupting image. By tethering the blade to the knight in the weakened barrier, it is possible to grant the khôr blade necrotic afflictions to those who meet its end. Such an ordination of a blade must be done out of combat, and may utilize any edged weapon that may be wielded by a knight. The visual effects of a khôr blade differ with each weapon, their image a mimicry of the blackened souls that birth them. Often they appear as black as moonless night, brimming with excess lifeforce that pours from its edges. Some harbor corrupted steel with grey veins, appearing brittle and ashen. All khôr blades appear unearthly and uncanny, clearly tainted by the vile magic that creates it and symbolic of its master. Mechanics: A khôr blade, or black blades as they are referred, are capable of inflicting abyssal wounds upon mortals that are struck by the sword on their flesh. Abyssal wounds are onyx, malignant afflictions that fester where they are applied, preventing mundane healing from cleansing the wound. Necrosis covers the incision, with the directly struck skin bearing a sickly black tissue. If left untreated for more than an OOC day, the necrosis begins to spread slowly over the affected area, requiring amputation if not correctly treated. If left untreated for an OOC week, the limb is fully lost to necrosis. Time does not clot the cut, with abyssal wounds lasting until they are fully cured. The few ways to cure abyssal wounds are by paladin healing, shaman healing, alchemical remedies, and necromantic cauterization. Notably, abyssal wounds do not bleed after a narrative hour, as the flesh grows decayed and the blood vessels near it dry. This means in combat, one may bleed out from the average amount of strikes from blood loss, yet those who survive the ordeal suffer at a price. An additional effect of the special forging method a Khôr blade undergoes is increased strength. The blade itself may take on more direct strikes, not giving way or bending as normal blades do. Likewise when using enwreathe abyssfire, a khôr blade may take three empowered strikes before shattering. After combat, a Khor blade will slowly mend itself from any damage it has taken- this is if it hasn’t been shattered by enwreathed abyssfire. If abyssfire obliterates the blade, a new khor blade must be forged entirely. This is similar to higher grade steel, yet is nowhere near as strong as stainless steel. Redlines Khôr blades must be forged out of combat. The blade itself must be forged near a rift of Heith-Hedran, once crafted it is then to be submerged by the darkstalker. During this ritual, the darkstalker funnels their lifeforce into their sword, enwreathing it. Once this process is over, the blade is ordained and requires ST signage. Khôr bound weapons may aesthetically appear however their owner wishes, as long as they are visible and clearly tainted. No invisible black blades. Any edged weapon may be turned into a khôr blade. Should a blunt weapon be used, it would appear tainted, yet would be unable to cause abyssal wounds. Khôr blades when striking flesh will cause normal bleeding, and a dull additional pain of necrosis. This necrosis will continue until it is properly healed, only curable by paladinism, shamanism, or necrotic cauterization. Otherwise, the limb or area must be cut off. Necrosis causes bleeding to cease an hour after it starts, unless treated with mundane healing quickly. Mundane healing will stop the bleeding, but not the abyssal wound. Alchemical remedies, such as St. Amyas’ Drought are capable of curing abyssal wounds. Notably, long exposure to blood lotus, when turned into a paste and applied on the wound, will slowly heal abyssal wounds over the course of a narrative year (irl week.) Other cures include necrotic cauterization, paladin healing, and shaman healing. Draugars Rekindled are the flames of the once called “voidal-lich” the lesser of its Rh’Thorean counterpart. Aptly named are these once dead Draugars, a coy play on words of Dragur, collectors of both knowledge and wisdom. They are mummified corpses which are risen to act as the mages of the coven, swept into servitude by no fault of their own. Capable of practicing void magic among some dark magics, these wretched undead bear a heavy burden that no mortal should bear. Their soul is forever trapped within a phylactery, held under the whim of whichever cruel master holds it within their vice. Physicality Trapped within a limbo between life and death, the faux-undead is attributed its odd disposition due to the soul being kept outside of the corpse. Draugar appearances range from one another, though one unifying trait is they hold some semblance of life. They appear often as they did while living, yet with horrid aberrations such as fetid flesh, or ravaged skin that has been torn apart. Whether a mummified body or a rotting corpse, wrinkled and treated skin clings to the frame of every Draugar as a mark of their imperfection, their complexion the pallid image of rigor mortis. Even if all flesh is burned off or flayed, upon reforming from death, they will be born anew with skin forged by their phylactery. Acting as a patchwork, the flesh would stitch and mend itself about the horrid cadaver in most vital areas, notably the head and torso. Though it needn’t cover the entire body, the flesh of the dead mage is always there to some degree- with some sorcerers donning the flayed skin of their enemies, or using the aid of necromantic fleshsmithing to alter their appearance. Clear undeath sits within their eyes, or a lack thereof, with some harboring a misty and endless gaze, while others deal with insects boring through their skull. These undead are ghoulish in image, clearly identifiable if not by their looks, by their reeking stench of molding flesh. Cast out from society due to their lifeless visage, these craven few find refuge in the hearts of covens. A draugar retains the same height and general appearance as when they were alive, though such may be subject to change under a necromancer’s expertise. Their strength is scholarly at best, with all undead sorcerers damned to the strength and resoluteness of a void mage should they take on magic. An upside is the loss of exhaustion and endurance many mages face, with a draugar never tiring due to their undead nature. Their muscles are atrophied, requiring tendon and muscle for locomotion; something that is unusual for most undead. This means that they may be stopped physically by burning off their muscle, or by simply rending it from the bone. Unable to properly wield a sword or lift heavy objects, a draugar is meek compared to their knightly counterpart, relying on spells within battle. Brittle are their bones which may easily be rendered with a well placed sword swing, or collapsed with a heaving warhammer. The sensations of touch, smell, and taste are numbed, if not completely riddanced from the undead. Only in the presence of gold and sunlight will a once dull sense rebirth, as pain wracks the point of contact. The means to kill and inhibit these imperfect, half dead creatures comes in two ways. First is by simply crushing the skull of the draugar with a bludgeoning weapon, shattering easily with any direct force it comes into contact with. Bludgeoning weapons only take a single direct hit to crush the skull, with bladed weapons and projectiles typically requiring two. As soon as the skull is shattered, the draugar is dead and reforms at their phylactery after 30 minutes. The other means to purge these creatures comes from ancient practices used by hexers and witchhunters alike. Burning or eviscerating their rotting corpse will temporarily hinder the draugar, as they are unable to move without the machinations of muscle and sinew. Should they be left alive after having their body immolated, or otherwise hacked and slashed to pieces, it will require the aid of a necromancer to fleshsmith the draugar a suitable body. The skull must be kept intact, and should the skull lack the sustenance of lifeforce for more than a week whilst lacking a body, the draugar dies and reforms at their phylactery after 30 minutes. This works the same if a draugar is decapitated, unless the body is kept in range and intact. If the body is still capable of locomotion after combat, it will slowly inch towards the head, placing it back on. The draugar otherwise requires a necromancer to find them a new body before they perish of starvation. If a draugar is to have their skull severed from their body, the corpse will simply turn inert. Once combat is over, it will ever so slowly clamber to return by twitches and spasms. Redlines Draugars are set to the strength of a voidal mage, no matter the magic they know. Draugars require a valid CA to play, their souls bound to a phylactery forged during the Rite of the Thaumaturge. Draugar retain all magic/accepted MAs they had just before death, including feats such as alchemy. Only if the magic is incompatible, detailed below, will it sever its connection. Draugar may learn new magic just as any other, with the same five magic slots to spend. Should they have no magic, their strength is scholarly, meaning they are simply bested by trained and knightly opponents. Due to a lack of operational organs, magics that require living operation such as Kani, Bloodmagic, and otherwise are unable to be learned by the draugar. Draugar are unable to learn any holy magic, save for Seer. Draugar are incapable of learning Necromancy, other than the darkening spell. All draugar are similar to a mummified corpse, bearing sickly flesh that may differ from each. Draugar still utilize the muscle and ligaments in their vessel, meaning that stripping their muscles from their appendages will cease movement in such areas. If their entire body is burned away, they remain “alive” but are unable to move. Only by smashing the skull, or by starvation of lifeforce for one week without a body will a draugar die. Draugar do not feel pain with only dulled sensations at best. Only aurum, sunlight, and holy magic are exceedingly painful. Draugar are unable to be poisoned, drown, suffocate, and die by means of the flesh. If a draugar is decapitated and the body still harbors locomotion after combat, it will slowly inch its way to meet the head and place it back on. Draugar require to drain a count of lifeforce once every three weeks, or else they are unable to use their mask (detailed later) and are further enfeebled. After a draugar is slain, they will respawn at their phylactery after thirty minutes. For a whole OOC day, their spellcasting is limited to T3 at most, even with their veils, and if their veil was destroyed in death, they must remake it. Mentality The mental state of one trapped between an entropic soul and a husk of decay is one damned to the far throes of mental strain. Many are not completely insane, but rather hold manias and phobias, mimicries of their former life which bleed through the veil. An obsession with a pursuit of knowledge is not uncommon, with some sorcerers pledging themselves to an unending destiny of collecting books or procuring relics. Morals may wane depending on who they were in life, with some never coming to grip the hunger for lifeforce that beckons them, or the cruel master which presides over their wretched existence. Undying and undead yet far less bestial in inclinations, the mental workings of a Draugar are one defined by prevailing woes of distant longings dependent on the individual. Often born of a desire for eternity, Draugar will dedicate their static existences to whatever fealties or goals they coveted whilst living. In spite of this it is not uncommon for one to conversely pursue different paths over the course of centuries until one falls to their liking and contentment. Weakness Although their senses are dulled, few vices and mundane pests may cause anguish in the decaying hearts of the things. Most prominent is direct sunlight, with a dull burning sensation felt when they are revealed to broad daylight. The pain shifts from dull to outright excruciating after prolonged exposure, feeling as though their very skin were aflame. Often this requires the draugar to shroud itself under robes and rags, with many opting to do so with their unsightly appearance. Fabled for its utility against darkspawn, aurum brings a grim reminder of agony to draugars, even from afar. When pure gold is pressed against the flesh of a draugar, a searing pain will wrack their body. Aurum dust works to a lesser extent, only bringing a dull sensation save for in large amounts. Even when in the vicinity of gold an unsettling anxiety begins to gnaw at the mind when an ingot’s worth of aurum is within three meters of the undead. Holy magic, that of Paladinism also harms the undead as it would any other. Its effects are typical to that of darkspawn, and will harm draugar. Should a draugar use up all of their mana reserves in casting, causational reactions are prone to occurring. First, the draugar will suddenly immolate as their flesh is ravaged by the wanton powers of the void, using up the last of their mana to consume their body in their spells. This results in the draugar losing all movement, as locomotion comes from their tendons and muscles. When this occurs, it harbors the same drawbacks as a draugar being burnt or flayed of their sinew. They will be unable to move, and will starve of lifeforce if there isn’t any living flora or fauna nearby. Draugars require a descendant’s worth of lifeforce every three OOC weeks, but when only a skull/immobile will starve to death after 1 OOC week without feeding. Redlines Direct sunlight will at first cause an uneasy pain, which over the course of minutes will turn to the feeling of agonizing immolation. This is simply mental damage, yet it feels as though their entire body is on fire, pure torture. Wearing a cowl or half plate will suspend this as long as it covers appendages. Aurum in any capacity brings a certain pain to these undead. Gold dust brings a numbing, pin prick pain wherever it is applied. Gold trinkets ranging up to the size of an ingot bring a burning pain akin to touching a hot pan when pressed against the skin, or when stabbed into the draugar. Any amount of aurum at or above an ingot’s worth brings an unsettling anxiety to the mind of the draugar within three meters. Anything larger than an ingot still causes great pain, yet large statues or relics made of aurum increase its range of anxiety to around 10 meters. Paladinism effects draugar as it would any other darkspawn. Crimson Veils Crafted and molded individually for each Draugar, the veil is both a conduit and embodiment of their very soul. Tailored specifically for the undead, no two masks are alike as it takes shape and form based on the imprint of the Draugar’s soul. Their past life and the emotions that most often lead them are likely to express themselves through the shape and imagery on the veil. They may appear in whatever guise is favored by the Draugar, taking on the faint color of their aura. The purpose of the veil comes in its close bind to the trapped undead soul, specifically allowing the draugar to fully utilize their magic. Without it, they are but amateur spellcasters- but with the crimson veil, they may be the very masters of the arcane. So too does it forge a minor illusion, bringing life to the otherwise fetid countenance that rotting corpses bring. By donning their veil, draugar are capable of warping their appearance to one of a living descendant. This “illusion” only affects sight, as if one were to reach out and grace the cheek of the undead sorcerer, the cold chill of death would meet their touch. Should the mask take any major damage, or the draugar utilize draining, the illusion would shatter to reveal the mummified corpse beneath. Minor strikes and scrapes upon the mask instead shimmer and obfuscate the illusion momentarily, allowing for some to see through the cracks. These masks hold the brittleness of stone, no matter their composition, and may never be stronger. Should a mask ever be destroyed, the ritual to create one must once more be commenced. Particularly wroth draugars may have a red veil in the likeness of a bull, or a facade of pure rage. Some don leper masks, others are neolithic ego masks- no two masks are alike, with each crafted and bonded personally to the soul. Mechanics: The mask is necessary for a draugar to go from using tier 3 to tier 5 spells of the magics they once knew, acting as a crutch for their magical abilities. Wearing is not necessary for this magical empowerment, only a constant harbouring in their presence. Should they wear them however, it also doubles as a form of husking, utilizing illusion and lifeforce to fuel their rotted husk, rather than using a true corpse. A draugar may imbue a person's worth of lifeforce to act as a projectable image of their original self, with imperfections similar to a Darkstalker husk. This means that a draugar must be fed to cast the illusion, requiring them to drain a unit of lifeoforce once every three weeks. Casting dark magic or direct disruptions in the form of mask damage will dispel and disrupt this husk. The mask must always be visible for the effects to take place, both for magical empowerment, and for the illusion it must be worn directly on the face. To increase spellcasting tier, the mask must simply be visible, and on the draugar’s body. It may be worn, or simply looped through a necklace that rests on their chest- either way, it cannot be hidden beneath robes or cloth. To activate the illusion of life, the mask must be worn on the face of the draugar. The veil will remain under the illusion, on the visage of the draugar as it works the facade. The draugar appears as they did in life, with all visual features of their living form present- even their face. The illusion simply falls over the veil, and the illusion will break if the veil is taken from the face, or if it is severely damaged. Creation: Garnering a necromancer and the elder draugar, the two must surround a living sacrifice, and have the mask already carved out of a chosen substance. Blood of the victim must be slathered on the veil, hence its crimson moniker. With the draugar donning the mask, the necromancer tethers the sacrifice to the mask, as their essence is drained into the veil. Once the victim is fully drained, their soul is consumed as excess lifeforce pours from the crimson veil, binding itself to the soulless husk of the draugar, acting as a conduit for feats of wizardry. Redlines Crimson veils are created individually for each draugar, and are required to raise their spell casting from T3 to T5. Without a veil, a draugar cannot cast any spell greater than tier 3, for any magic they know. A mask must always be visible when in use, unable to work when hidden. A crimson veil is as brittle as stone, breaking with any hefty strike that is centered to hit. Should a veil be shattered, a new one must be created. Crimson Veils require an ST sign. The illusion created by the mask is only visual. The illusion would not break, but rather 'glitch' or warble when directly touched, feeling the cold corpse beneath the illusion. If gold touches the draugar, or if they utilize draining, the illusion will break. If the mask takes direct damage of any kind, it will break the illusion. To create a veil, a living sacrifice must have their blood placed onto the mask, before their lifeforce is drained into the object. This ritual requires a necromancer, and the draugar. Purpose & Credits Spoiler I decided to write this piece as the current darkstalker lore has some odd parts written in, like having hearts and throats as their weakness, among a few other odd quirks for an otherwise unmoving, boring CA. Darkstalkers had a problem with stagnation, not having anything to do without necromancers around. Hopefully with this addition, I can aid both darkstalkers, and create a new CA that fits the missing voidal mage niche that used to exist. haha funny dragon priests If this piece is accepted, Arch-Liches will be alone in the Necromantic Simulacra page, and Darkstalkers & Draugars will recieve their own page on the necromancy lore hub. Archliches will be my next project, as they likewise need some TLC after the Flamboyant era lore that Dardonas had to slog through. Thanks to all who helped and aided, mainly Johann for keeping me on track through all of this. Credits: Security - Author Johann - Co-Author Sorcerio - Darkening spell from necro Dard - Original lore writer Gavyn - For pushing me to finish this damn piece 37 Link to post Share on other sites More sharing options...
Werew0lf 12019 Share Posted November 30, 2021 Sorry security I’m not interested in playing a necromancer but nice try 6 Link to post Share on other sites More sharing options...
wowj 2754 Share Posted November 30, 2021 Amazing. 1 Link to post Share on other sites More sharing options...
The King Of The Moon 5121 Share Posted November 30, 2021 So a Draugar's lifeforce... is... mana? 3 Link to post Share on other sites More sharing options...
Hephaestus 1317 Share Posted November 30, 2021 Glory to you, o’ Dark One. 3 Link to post Share on other sites More sharing options...
gavyn 855 Share Posted November 30, 2021 thanks for finally finishing my lore 1 Link to post Share on other sites More sharing options...
doreebear 601 Share Posted November 30, 2021 pretty good rewrite in my book! 1 Link to post Share on other sites More sharing options...
Drak3 365 Share Posted November 30, 2021 Fear the Old Dark. 1 Link to post Share on other sites More sharing options...
Chthonian_ 99 Share Posted November 30, 2021 Much needed depth to necro CA's :) 1 Link to post Share on other sites More sharing options...
Lhindir_ 3436 Share Posted December 2, 2021 On 11/30/2021 at 11:13 AM, Drak3 said: Fear the Old Dark. You just posted cringe on something based 3 Link to post Share on other sites More sharing options...
squakhawk 7866 Share Posted March 21, 2022 This Lore has been accepted. Moved to Implemented Lore, it will be sorted to it's appropriate category soon. Please note that if this is playable lore, such as a magic or CA, you will need to write a guide for this piece. You will be contacted regarding the guide (or implementation if it isn’t needed) shortly. Link to post Share on other sites More sharing options...
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