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[✓] [CA Addition / Amendment] Paleknights + Palelords


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Paleknights
Eidolons of the Occult.

 

The rousing of slumbering souls is thought as a foul act by many, yet it comes as a comfort to some, for death is darkness like no other. It numbs and takes more than any sleep, and those who would feel its embrace may foster a savored respite from its blackened gag. These once beings of pure ectoplasmic essence have been granted form and shape by their occult creators. No longer golem-esque titans, these ‘Paleknights’ have shed their towering shapes and emerged anew, wrought still of that glistening rock, but now rendered as man. Forms of rough, damp stone that moves as freely as flesh, and minimally carved features. Minds and bodies cleansed through being strained by the Veil and purged with the waters of the Soulstream, what were once despondent beings are given fresh perspective.

 

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The Living Menhir
Soul bound to occult stone - The creation ritual.

 

Through the convergence of two mystics, each having been taught the creation of one such a creature, an eidola may be manifested through either a slain mortal or trapped spirit. The ritual itself is incredibly precise, requiring a menhir be present at the site that will be used for the purpose of forging the eidolon’s body. 


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Firstly, the sacrifice - that being either an alive being of flesh or an ectoplasmic entity - must be placed before an empty Menhir, the altar of the soon-to-be Eidola. Once all preparations have been made, one of the two Mystics might weave their ectoplasm into the victim, permeating their body as it latches onto their soul, coursing like hot flame throughout their veins, before coming to pull the soul of the individual from the corpse before embedding it within the Menhir, this being naught but excruciating to the to-be Eidola as they are cast within the stone shell. It is then that the other Mystic would intervene, coming to bind the soul to the Menhir and pervading their ectoplasm throughout, thus making the spirit and stone one and the same.

 

Once all is said and done, the Menhir would glow dully, emitting a cold illumination not unlike that which the First Synod came to behold before their untimely slaughter. Then, the Menhir would begin to shift, contorting and rippling before ushering forth what would be the Eidola’s form from the stone, thus emerging from the Menhir as a full construct of the Synod, no longer bound by flesh and blood, but by the duty which they so entrust to their makers.

 

Physical State
Titans of stone and ectoplasm.


Formed of menhir stone moulded to mimic the body of a mortal; Eidola appear as living statues with carved features rarely more detailed than a simple outline. Their surface is that of a finely cobbled stone, often in tones of grey and pale shades of blue, green, or purple. This rough surface is made to feel smooth by a constant layer of water seeping out from every divot, providing a subtle dampness to the creature at all times. Their mobility is directly related to this moisture, and if they are dried out entirely at a surface level, they will be able to move at only a fraction of their regular speed, and with far rougher, more jolting motions, like a poorly oiled automaton.

 

This dampness originates from their hollow, water-filled center, a core that runs through their torso, head, arms and legs. Ectoplasmic in nature, this water serves as the vital fluids of an Eidola, the moisture provided throughout the body being necessary for smooth movement, and the contents of this water being nothing less than their projected soul itself and the very fragments of others that it may harbor - this number being two by default. Though the outer shell of menhir stone is quite durable for its relative thickness, any severe breach of the stone can pose a serious risk to the Eidola, as they can easily find their essence pouring from the wound. Eidola only die when a sufficient amount of this internal water has been lost, more than half, meaning that a wound to the head will be far less fatal than a wound to the legs for such a creature. A large wound to the leg, for example, may cause them to dry out in three to four emotes, while a small puncture may allow them to fight for up to six or seven as water slowly drains. Multiple wounds only speed up the process of this wretched water loss. Their outer layer cannot be compared to metal for durability, and is best described as akin to strong gemstones; near impervious to slashing blows or low-impact thrusts, but capable of being chipped, cracked, and perhaps easily shattered by things like picks, axes, and hammers. On the topic of limbs and extremities, Eidola are capable of functioning without a head- though, will be robbed of their sense of sight, and made susceptible to death should they fall over and spill their fluids. Eidola are capable of manifesting with up to two extra bodily features: be it another set of arms, legs, an extra head and a tail, etc. These features also have the hollow core that can cause water leakage if damaged, and have equivalent durability to the rest of the creature’s body, though arms will proportionally weaken the others, meaning that having four will have each one be one half of its normal strength. As a true showcase of their strength and ability to mend menhir stone, these behemoths may pick up preexisting menhirs and move them to other locations, though such would have disastrous consequences should they enter combat while moving the structures.

 

Eidola lack a detailed sense of touch and are best kept away from any moisture-sensitive documents, but are capable of perceiving pressure and impact, as well as a muted sense of pain only brought about by meaningful damage to their surface. In terms of strength, Eidola are the strength of the descendant most like the size they are currently sculpted as. Eidola cannot exceed the pace of a jog, as they weigh a great deal for their relative size due to the water-and-stone composition; they are strong in order to compensate for this, but not such that they are totally unhindered by their natural heft. As a consequence, a fall from anything over seven meters could potentially breach or shatter the Eidola, and if their water supplies are low, they are subject to the unsteadiness of it sloshing from side-to-side when disturbed.

Eidola may be modeled after any race though this shape can be determined simply by the soul’s former race, it is also entirely possible for Eidola to take a shape that is not the same as what they were in life, most often tending towards human or elvish features when the soul has lost attachment to its former self or lacks preference. They may do this any time they are at their menhir and may change fluidly as they are one with the stone in which they came from. An Eidola may take from the menhir to grow taller, or inversely give back to the precious rock to take on a small form. Finally, Eidola do not require rest or food, but must bathe or soak in water every three elven days in order to replenish their internal water supplies, lest they dry up and be rendered dust.


Mental Effects
"My years among the living begin to mean less and less…"

 

Mental disorders permeate eidola and their ilk as undead, individuals who have willingly or otherwise been cast from the shadows of Ebrietaes into the living world in a gruesome, foul body which betrays all beauty and kindness. The severity and nature of this disorder can vary greatly, however common ones list: identity conflict, clinical depression, schizophrenia, anxiety, and dementia; depression and dementia are the most common of all. These poor souls are steeped in the throes of death, a tangible force of both despair and numbness, and often forget their living lives as though they were dreams they shake off by waking as an undead. The older an eidolon, the more it has forgotten its humanity and has become a creature of alien nature. Eidola are prone to dreary, gloomy, and disgruntled dispositions. It is a task for knights to find what brings them happiness, by which some may discover to be through vanguarding a personally significant location, meditating underwater, servitude, or even murder.

 

The company, compassion, and counsel of other undead such as fellow eidola, wights, ghosts, and other such things even like unintelligent dead like a seance wrought forth by a Mystic, perhaps to provide the bedrock for an eidolon to feel positive emotions but due to the foul temper of most undead it is uncommon for them to find kindness that is genuine amongst the late and abated; eidola do not find comfort amongst the living alone and are miserable, often coming off as on edge, bitter, or generally annoyed when they have gone long stints without encountering their fellow undead making passive, compassionate, child-cradling eidola impossible.

 

Redlines

Spoiler

- Eidola may only possess strength akin to the descendant they are most closely to in height, including orcs. A dwarf sized Eidola would have dwarven strength, while an orc sized Eidola would have the strength of an orc, though never reaching the strength of a golem or olog passively. These constructs may only move at a light jogging pace unless boosted, regardless of size.
- Eidola may not exceed nine feet in height, though not go below four feet. 
- Most of an Eidola’s water courses throughout their core chest and their limbs, and if half or more of this water is lost, then the Eidola will perish. Wounds to the legs or chest can be far more fatal than a wound to the head, for example. An Eidola must replenish their water once every two days in order to prevent drying up. This typically takes only a single hour session, though certainly unable to be done in combat.
- Due to an Eidola’s stone-like nature, slashing and piercing attacks will not often do much against their forms. Blunt, shattering attacks from pickaxes or hammers, however, prove to be far more effective in breaking or chipping away at their forms, breaking through them with enough substantial hits, likely around two or three. 
- Eidola have completely free will alone, nigh detached from any command of the Synod. However, they may choose to serve the Synod which created them.  Eidola may not spread knowledge of the Mystic Arts maliciously, regardless of which path they choose. They may disagree with or leave their creators entirely but parts of their mind are always bound to the peoples which made them. Occultists of wicked orientation might even threaten the destruction of the Paleknight’s Menhir in order to force the Eidola to enact their bidding. 
- Eidola may not practice any magic nor any powers of Mysticism save for cantrip hindering, though may have similar abilities defaultly and with the proper augments installed.
- Eidola may make physical contact with incorporeal phantoms due to their occult nature.
- Any damage sustained by an Eidola would be healed over the course of one OOC day should their Menhir be intact.
- Upon death, Eidola will respawn at the location of their Menhir over the course of one OOC day. Should the Menhir be destroyed whilst they are alive, another must be made lest they be forced to PK upon their next death.
- Eidola may change their form at their Menhirs over 3 emotes where they move stone from their body to the structure or take from it and add it onto their frame. 
- Eidola may move already existing menhirs to new areas. It requires 2 emotes to shuffle the stone onto their bodies before walking off with the titanic structure. Should they get into combat while moving such, they are limited to 1 block of movement per emote and cannot attack back. Once at a new location, the menhir takes 2 emotes to set back onto the ground and requires a new ST sign while the old menhir is invalidated. This is granted because to the Eidolas because they are made of the same stone as the menhir itself and can therefore manipulate it onto their being.

- One Menhir may be moved at a time.
- Eidola may add and remove soul fragments from Menhirs over one emote out of combat.
- Eidola by default have 5 units of Ectoplasm.

- Eidola may not learn other magic / magical feats or alchemy / alchemical based feats - they have no magic slots.

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Innate Abilities
"Through my stone alone, I am strong."


The Menhir Craft
"A weapon fit for me and myself only."

 

While menhir stone provides natural protection to an Eidola’s precious water, that is not the only thing that it is capable of. Through a similar process to changing their forms, Eidolas may reach out and shape menhir stone into any weapon or armor piece that they so desire. An Eidola may then store this craft in their body’s stone and over the course of two emotes may grasp upon their own stone and pull forth the item. Though not water-filled as the eidola themselves, the weapon still bears a spectral-esque gleam due to it being made from infused stone, thus allowing it to make contact with spectral undead. The craft itself, being of stone, is relatively heavy and oftentimes large for the eidola’s personal use, thus causing attacks with it to be much slower and blunt rather than sharp or quick. Most mortals would find it impossible to wield such a weapon or armor, and though an olog or golem may be able to carry such successfully, they would lack the same proficiency as the eidola to which the item belongs. In the case that multiple crafts are made, they must be required to either be on the Eidola or by their menhir where they would not dry up, and while for example two weapons may be made, only one will be able to be stored.

 

One of the noncombative capabilities of this menhirous craft would be that Eidolas may make various objects out of the stone while not in combat. An Eidola may choose to make stone statues out of the material so that they can feign having friendships, or they may choose to make a crown throne for themselves, though even when gifted, these would be incredibly heavy for beings not made of the menhir stone. These crafts can be easily destroyed in three or four hits from a blunt weapon and will occasionally leak water, much like the Eidola who created them. Unlike the weapons, these do “not” require ST signatures but instead must be player signed as to ensure validity.

 

Redlines

Spoiler

- Menhir weapons can only be made/forged at the Eidola’s menhir and not in combat.
- Menhir weapons must be a single-piece object and cannot be complex to any extent - the most complex allowed being an arbalest. 
- Take 2 emotes to summon or pull from their body.

- Menhir armor will at most save an eidola from 1-2 blows from a blunt weapon. They may wear one piece at a time that covers at most one region of the body (head/heads, legs, arms, or chest respectively).
- While multiple weapons may be made, only one can be stored in the Eidola’s stone at a time.
- Crafts that can be used as weapons that are not with the Eidola must be stored at a Menhir to prevent the item from turning to dust.
- Eidola naturally generate 1 soul fragment should they land the killing blow, in which the soul fragment visibly flows through the weapon and into the Eidola’s shell.
- Require ST signatures for weapons and armor.
- Noncombative crafts such as statues or items require player signatures unless they are placed blocks in the world, in which case they require a sign nearby explaining what they are.
- Noncombative crafts are limited to three blocks in height and two blocks in width/length.


Fragment Storage
"Come, join my waters o’ lost beings of descendant kind."

 

The waters that sit stagnant in an Eidolas frame may contain the creature’s projected soul, but they may also contain fragments of slain or scavenged foes. While the Eidola’s soul will always take precedence over the others, there is room within the creature’s essence to innately store two fragments which can be gained from Mystics and the Rite of Scavenging, through kills with from a Menhir Craft, or if an Eidola removes them from a previously filled menhir. These stored fragments may then be later used for the various abilities detailed, though there is a cost for carrying such around. If an Eidola were to die, all of the soul fragments that it is currently carrying would spill outwards with its water, erasing them completely. 

 

Redlines

Spoiler

- Up to 2 soul fragments may be stored within an Eidola’s waters passively, without the need for augmentations.
- Soul fragments may be added to the waters if an Eidola gets the final hit on a player, a mystic uses the rite of scavenging, or they take them from a previously filled Menhir.
- An Eidola may take or deposit fragments from or to a menhir, requiring 1 emote of contact to do such.
- An Eidola may not have more than 2 fragments at a time unless they have the apparition cradle augment. Any attempt to go over two without such will simply have the excess fragments disappear. In the case of a player PKing (which yields 3 fragments), one will either go to waste or transfer into a nearby Eidola should it have a slot open.

 

Expel Ectoplasm

"Perfected land, for myself, by myself."

 

Ectoplasm is a core feature of an Eidola’s waters, though these titanic creatures may choose to expel such a substance onto the world around themselves to shift its appearance to one which they would enjoy much more. Similar to how one would channel deadbreath with the Phantom Waters augment, an Eidola can draw in a large breath of air before spewing forth ectoplasm onto the world around themselves, in total costing them a singular soul fragment. This expelled ectoplasm seeps into the nearby environment, creating a mostly aesthetic change to it. The water in this region would become cold and murky as if spirits rested within it and drinking such would make the consumer extremely cold. All forms of nature would struggle to get sunlight in the area as they absorb the ectoplasm and would actively cry out in anguish should any druids be listening nearby.  Finally, the nearby stone will take on a much more menhirous look, often turning to darker hues of green-blue. The size in which ectoplasm is expelled is originally limited to a 10x10 meter area, though this can be expanded to a 25x25 meter area should another soul fragment be consumed.

 

This is not to say that the environment is permanently warped to be in a state of despair, in fact, it is much the opposite. Druids may perform blight healing to rid the plants of their ailments and any purging spell may cleanse the land. Ectoplasm is able to be scraped from the rocks and water will revert to normal should it be disturbed significantly. 

 

Redlines

Spoiler

- Cannot be performed in combat.
- Expelling ectoplasm out into the environment around an Eidola takes at least two emotes where the creature takes in a deep breath and then spews forth the ectoplasm to coat their surroundings. 
- Ectoplasm in the environment will have no effect on combat. The corrupted water will not make a player so cold that they do not show up through heat vision or help a user not get burned. Rocks will at most become slippery and nature may still be controlled. 
- This spell is at default a 10x10 meter area, where 1 soul fragment is consumed, though may expand to a 25x25 meter area should another fragment be supplied. This is the same size as a haunt though it does not require darkness.
- Does not require RO/PRO permission to perform on an area, though permission must be gained if blocks are to be changed to other variants. If RO permission is denied, blocks will not be swapped but signs may still be placed to express what has happened. 
- Ectoplasm in the environment is not permanent and may easily be cleaned off. It can be scraped from rocks and removed the water will return to normal the majority of the corrupted water be disturbed or disrupted somehow. The outlier to this rule is the plants, which will continue to suffer until they are regrown or blight healed.


The Eidola’s Keep

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A knight deserves a fortress to call their own.

 

The Eidola’s Keep is an improved region that was originally created by Expelled Ectoplasm. To upgrade the former ectoplasmic region to that of an Eidola’s Keep requires the use of a non-combative menhir craft, such as a statue or a throne made of the menhirous stone. Once this menhir craft is placed within the center of the region (any spot within a 10x10 block area in the middle of the ectoplasmic region), the Eidola may then grasp upon it and offer up two more soul fragments. 

Once the souls are consumed by the menhir craft, the Eidola and region gain a multitude of benefits. First, the region will be much harder to cleanse while the craft is intact, meaning that water will retain its murky and cold feeling, stone will remain dark and like menhirs in appearance and nature will resist druidic blight healing. On top of this, dense green-blue fog will settle over the region, not for the purpose of blocking sight, but rather to allow ghosts to move about in the region without the pain given by sunlight and other bright lights. All light sources in the region will dim and warp as the fog prevents the harmful rays from making contact with ghosts. Next, the Eidola inside the region will feel at peace, as some of their mental struggles are alleviated and meditation becomes much easier. Finally, the two soul fragments inside of the menhir-craft will exit it as wisps that harmlessly fly around the area, allowing the Eidola to bond with them should they choose to. While some Eidola may crush the wisps entirely, others may add up to six extra soul fragments into the craft, allowing for a max of eight wisps to fly around the region. 

One final ability that is unlocked within the Eidola’s Keep is the ability for the large knights to scavenge souls through a special interaction with the Devour ability. An Eidola would grasp upon a person and use Devouring for 3 emotes, which will yield 1 soul fragment though will still knock the victim out upon the fifth emote.

 

Redlines

Spoiler

- The process of improving an ectoplasmic region to an Eidola’s Keep may not be performed in combat.
- Eidola’s Keep may be up to a 25x25 meter area - the same maximum bounds as the Ectoplasmic Region.
- Eidola’s Keep requires sacrificing two soul fragments to a Menhir Craft which is placed within the center 10x10 of the ectoplasmic region.
 - The main Menhir Craft may not be hidden within walls or otherwise inaccessible but is allowed to be hidden by pistons or the likes as long as they remain within the center of the region.
- The Menhir Craft may be destroyed in 3-4 direct hits from a blunt weapon or pickaxe and will delete the soul fragments inside when broken. When such is broken, the region will revert back to its previous form, found under “Expel Ectoplasm”.
- Up to 6 extra soul fragments may be added to the Menhir Craft to spawn forth 6 more wisps, for a total of 8 within the area. These wisps cannot be touched physically but may be killed by aurum weapons or holy magics in 1 hit. Eidola are the exception to this as they can make contact with spectral entities.
- The wisps created are freeform in design but may never help in combat. They may combine to form one big figure or may remain as small and isolated orbs or any mix of other aesthetics that the Eidola chooses.
- In order for the region to be purged, the Menhir Craft must be destroyed.
- Once placed and given soul fragments, the Menhir Craft may not be moved.
- The fog will encapsulate the entire region, and while it will not affect sight, it does allow for ghosts to roam about its region without pain from the sun. It may have ghostly aesthetics, such as faces in it.
- The mental alleviation for an Eidola will never get rid of all of their mental trauma, or even a majority of it.
- The region requires an ST sign placed somewhere within its bounds denoting that it is a legitimate keep. This sign may be hidden nearby to avoid metagaming. 
- Requires RO permission should it be placed on a capital tile or if blocks are being changed.
- The region may not be purged of its ectoplasmic appearance until the Menhir Craft is broken. 
- Eidolas in this region may gain one soul fragment from each person that they successfully use Devour on for 3 emotes.

- Eidola may have one keep at a time.

 

Devour
"Oh, how I long to feel again…"

 

Craving emotion, life, and all they cannot have, the eidola are left with only themselves and their affinity with the dark, forced to drain mortal souls for the reprieve they so crave.

 

Eidola may sap away the spiritual essence from nearby mortals, housing it within themselves as menhir do souls. This would allow them a sense of spiritual reprieve and ecstasy unattainable in their undead state, causing them to experience the emotions of whomever they drain. This feat may be done in two forms: a passive lesser form, and a greater active form, as explained below.

 

All mortals within fifteen meters of the eidola would passively be drained of their emotion, gradually taking on a sense of emotional numbness and coldness which worsens the more time they may spend around the eidola. The negative effects are not immediate and would require either prolonged or frequent interactions with the eidola to manifest in any tangible way. Mortals who stay within proximity to an eidola for especially long periods of time are more prone to developing mental disorders in alignment with the paleknight, such as anxiety, restlessness, paranoia, ADHD, PTSD, and other such disorders. This is primarily a consequence for living mortals who choose to spend long periods of time around eidola, though it is ultimately up to the player to decide how they roleplay these effects so long as they are reasonable. This does not apply to mystics as they have devoted themself to the occult nature of the wastes and are able to fend off such negative disorders.

 

Alternatively, eidola who come within a single meter of a mortal may choose to exert their aura more heavily, crushing the target’s spirit in an overwhelming sense of hopelessness. This would require that the eidola maintain the one meter distance, often requiring that they grapple their target to keep them close. It would only take one emote for the eidola to begin sapping away said emotion, then taking an additional four emotes to completely absorb the mortal’s spiritual vitality through their stone maw. Assuming proximity is not broken, the mortal would be left fully exhausted upon the sixth emote (lowered to five emotes within an Eidola's Keep), rendered incredibly depressed and lethargic for a few narrative days following. During this period, they would perceive events bleakly, encounter a loss of faith, and a general disregard for their own wellbeing, though not enforced. 

 

Upon successfully sapping a mortal of emotion, the eidola would replenish their ephemeral reservoir, permitting a semblance of insight into whatever emotion was felt by their victim. The more potent the emotion, the more they will benefit from it, making intense feelings of rage, zealotry, or woe far more satisfying than benign joy, laughter, or merriment. Eidola who go for particularly long periods of time without the chance to sap mortal emotion are left dour and depressed, becoming lethargic and eventually slowed alike to an unoiled automaton.

 

Redlines

Spoiler

- Mystics, phantoms, and other undead cannot be harmed by this ability.
- How the player wishes to roleplay any permanent mental effects afterward is up to them.
- Unconsciousness requires five total emotes inside of an Eidola's keep and six outside of it. Being grasped by the eidola. Multiple Eidola using the ability will not speed this up.
- It takes 1 emote to exert their aura, where it will seep out as an ectoplasmic fog from their bodies.
- Emotions last for a maximum of 1 OOC day at full intensity before deteriorating over 3 OOC days.
- All essence consumed is lost upon death/destruction of the Eidola.

 

Spirit Core

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"To feast is to become strong."

 

Once an augment that had to be gifted to Eidola, with time those of occult mysticism have learned how to incorporate this within an Eidola naturally. This ability allows for Eidola to perform conduit draining and feeding upon phantoms such as specters, as well as other Eidola or Mystics, thus diminishing or replenishing their ectoplasm stores respectively. This, however, requires direct physical touch and cannot be performed from a distance like Mystics. 

 

Through this draining, an eidolon’s ectoplasm may be forcibly torn from them in much greater quantities—stripping the construct of what little empathy or emotion that lingers within the desolate husk; perhaps as a means of subduing them or inciting calmness within. With the third draining, however, they are quickly compromised by weakness and frailty, even so much to allow an aurum blade to chip away at small layers of their stone shell. And upon the fifth and final draining, an Eidola would be rendered near-entirely inert, any volatile strike capable of battering and puncturing their forms, the water within gushing forth as the enduring eidolon is made to crumble away into dust. Additionally, when granted ectoplasm that is not their own, Eidola may spark within them some semblance of the natural emotion their nature deprives them of, bestowing upon the construct a fleeting window in which they may rouse their feelings, and experience the world as they had in life, though much more akin to a high now. This may be overwhelming for some, or perhaps reprieving and ecstatic for others, granting the Eidola both clarity of mind and bolstered physical performance, permitting them to move at a jogging pace and inherent greater physical prowess for up to eight turns after successfully fed.

 

Redlines

Spoiler

- Spirit Core draining may only be performed on a single target at once.
- Follows the general redlines of mystic draining except that it requires physical touch for 3 emotes and is not ranged.
- An Eidola cannot give away more than 5 units of ectoplasm though can receive an extra as a temporary boost.
- Eidola strength garnered from feeding will only increase by one tier depending upon their make and initial strength, this never being capable of exceeding that of an olog.
- After two successive drainings, the form of an Eidola would become frail, capable of crumbling with even light force.


Augments
"An addition to my stone - a new tool for my arsenal."

 

As Mysticism is the foundation of an Eidola’s existence, and while they may not directly draw upon any of its powers, should such a construct choose to serve the Synod, its congregation may opt to grant the Paleknight abilities which they could not possess otherwise, namely in the form of bodily augments crafted from a Menhir similar to that of the Eidola’s own form. Oftentimes, this may motivate the Eidola further to seek the company of Mystics. To be exact, augments are modifications made by Mystics that may be gifted to the Eidola in order to enhance their capability. Each Eidola may have up to two of these at once.

 

Phantom Waters


A simple augment installed within the Eidola’s stomach, permeating their waters with further ectoplasm, thus allowing them to conjure forth ectoplasm in order to create deadbreath around them similar to that of a tier four Mystic, this expanding outwards in a five meter radius around the Eidolon in two turns as opposed to three.  Each cast of this uses 1 soul fragment and may only be used once in combat.

 

Ghost Lantern


A more passive augment within the Eidola, creating an aura which is able to displace the Veil, thus forcing phantoms into visible view as long as they are within the immediate radius of  eight blocks around the Eidola. This gives the Paleknight a faint, ethereal glow as well only when ghosts are nearby, though to no advantage beyond aesthetic. 

 

Apparition Cradle


Eidola who take on this modification will find the water within their core to be capable of storing numerous souls within themselves. Should souls be harvested near an Eidola with this augment, the soul will be stored within them — and upon fifteen soul fragments, an apparition may emerge from the Paleknight, not bound by any means. However, this is a fragile process, and should the Eidola demanifest while harboring any souls, the souls will be all but lost. 

 

Phantom Bulwark


Eidola who take on this augment would be capable of casting Walling akin to a tier four Mystic, though at the cost of arm replacement not dissimilar to that of an amputated occultist, now taking on a Menhir arm which appears like some stone or prismarine, glowing a dull aura of blue or pale green, albeit by no means translucent. Each cast of this uses 1 soul fragment and may only be used once in combat, and should it be cast within combat the arm weaken the arm to a state where only 1-2 hits will shatter it.

 

Knights Woe

Eidola who take on this augment would be able to utilize the non-fatal version of Mysticism’s saturation spell. Over the course of [2] emotes, the Paleknight will leak their interior waters onto their own menhir craft. This will force it to take on a spectral appearance (such as aesthetic translucency, ectoplasmic wisps, mournful whispers etc) to no combative advantage.

 

Should the paleknight land a killing blow on their target, the victim will not die but be reduced into a half-awake state (and therefore are unable to help combatively). This state will persist until the encounter ends. Following this, the victim will be unable to remember the encounter save for hazy, nightmare like recollections. Optional flavourful nightmares, paranoia or mental unrest may be roleplayed following this encounter for however long the player decides. 

 

Knights Woe takes up [1] augment slot, and reaps [1] soul fragment. 

 

Spoiler

- Knights Woe requires a menhir weapon to utilise. 

- The hazy recollection cannot be used to metagame any information (such as people involved in the encounter, places, or otherwise discerning facts). It is vauge. 

- This ability cannot be used on the same persona for the next three ooc days. 

 

Redlines

Spoiler

- Augments are only able to be applied in non-combat scenarios, and once they are implemented, act as inherent parts of the Eidola. They may be removed forcibly from the construct, though with some difficulty.
- Augments do not need a mechanical representation, though screenshots of the RP creating and installing it should be kept in case the validity is questioned. They may be an ST signed item if the player wishes.
- An Eidola may only have up to two Mystic augments at any given time.
- Phantom Waters allows for T4 dead breath that expands in 2 emotes.
- Ghost Lantern’s radius is 8 blocks around the eidola in all directions.
- Apparition Cradle increases the standard of 2 soul fragment slots to 15.
- Phantom Bulwark allows for T4 Walling. 
- Phantom Bulwark and Phantom Waters use 1 soul fragment per use.
- Phantom Bulwark and Phantom Waters may only be used once per combat.
- Only Mystics [T2+] and Wights may create Paleknight Augments.

 

 

General Interactions

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"I see into the wastes and they greet me."

 

Now left to their own, Eidola are no longer infants cradled by their mother, the Synod, permitted greater interaction with the world around them. Still, as children of Mysticism they hold to it infallible ties, inherited as a product of their nature as phantoms bound to husks of stone. Though immune to direct subjugation by means of Handling or Anchoring as other phantoms may be, Eidola are still subject to the weavings of the Synod—for it was what birthed them. 

As a result of their undoubted nature as phantoms, Paleknights are bestowed with the Mystic ability to see through the trickery of the occult, akin to the curse of Mystical True Sight. This permits them to see through all illusory effects wrought about by Mysticism, including Deadbreath, Gleaming, Fading, and other such abilities, even going so far as to allow them to see into the Ebrietaes and Elysian—their gaze piercing the veil so that they might see phantom creatures even should they remain concealed. Yet this inherent ability remains more a tragedy than a boon, for the dead do not deign to allow themselves disturbed even by so much as sight, tormenting those who bear this ‘gift’.

 

Redlines

Spoiler

- Eidola are unable to be anchored, handled, or bound due to the fact that they are already tethered by a Menhir.
- Individuals are granted the feat of True Sight upon being made an Eidola. This ability adheres to all redlines and mechanics detailed in Vivification Lore.

 

Palelords

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"No longer a mere pawn - I am exalted."

 

Once a combination of geist and stone, the Pale Lord is all that an Eidola can wish to be in death. With mounds of menhirous stone and souls do these lords come to exist in through the Stone Moot, sculpted by other Eidola and glued by occult mysticism and ectoplasm - these lords are granted the ability to sculpt themselves as they wish. 

 

All Palelords innately know the base abilities listed within this write but are encouraged to add spells, cosmetics, rituals, and any other multitude of things that they believe fit their characters through MArts, meaning that this serves as a blank canvas of sorts. MArts are encouraged to completely change the aesthetic of the Palelord to that of something unique and meaningful of the character and MArt team are encouraged to review such with this intent in mind. 


- Palelords are a base CA and are suggested to be expanded upon uniquely for each character via an MArt.
- Palelord MArts are allowed and expected to add new Rituals, Spells, Aesthetics, and any number of other things that the Lord sees fit.


The Stone Moot
"Come brothers, it is time for ascension. "

 

The Stone Moot is the name for the ritual process in which an Eidola ascends to become a Palelord and is known inherently by Eidolas and by mystics who can create Eidolas. It goes as such.

 

First, the changing soon-lord must have the Apparition Cradle augment equipped, and it must be full of fifteen soul fragments. Next, the Eidola’s menhir must also be filled with fifteen souls which will be consumed along with the cradle. From this point, one other Eidola will begin to assist the lord with moving stone from their original menhir onto their body, building them up with the menhirous rock while two mystics contribute a total of six liturgies to act as the binding for stone and soul. Finally, the Lord will place a new creature application on the forums and have their previous eidola application denied.

 

Redlines

Spoiler

-This ritual requires and consumes a total of 30 soul fragments. 
- The Stone Moot is intentionally left freeform in emote count and specifics to allow for more creative roleplay that changes with each Lord crowned though high-quality roleplay and multi-lined emotes are expected
- This ritual requires at least a total of 2 Eidola (one being the soon-to-be lord) and two mystics.
- This ritual consumes the Menhir used and 6 liturgies of ectoplasm.

 

Physical & Mental State
"You are now mere bugs beneath my boot."

 

Once titans of stone now declared as a colossus, these Lords begin their height where Eidolas left off at nine feet and only stop at fifteen feet. The Palelords retain much of their old appearance but also look to be of a much less cobbled stone, now taking on a smooth form as water ceases to passively drip from their bodies, - though this is not to say their core is gone as it still remains an essential part of their body and will leak water in the normal amount of hits. This same stone also prevents the usage or transfer of souls for the lord but allows for increased aesthetic ability. A lord may have ghostly effects showcased upon their body as their stone moves to form the faces of their enemies, for example. They may also have the two additional limbs that eidola have but may have three more aesthetic additions that can not be used in combat. Each Palelord has passive olog strength due to their size but will find movement incredibly difficult as they are locked to three block movement in CRP while attacking and six block movement while sprinting.. On top of being slow in movement, there is no way for these titans to utilize stealth or sneaking as their tremendous weight slams whatever surface they should walk on. Finally, Palelords have 8 units of ectoplasm.

 

A Palelord’s mentality is nearly the same effects as an Eidola except that they may find an amplification of their past mannerisms. A previously loud Eidola may find the need to always be known when they enter a room and one who thrived off of killing may find any inaction to be nearly unbearable. Much like Eidolas, their previous memories and emotions associated with life may deteriorate until nothing remains yet may also continue to find the company of ghosts to be satisfactory. Lords will always strive to find some goal within their existence, whether that be to slaughter or to lead an army.

 

Redlines

Spoiler

- Palelords are not automatically resurrected upon death as Eidola are, with the exception of death stemming from PvP.
- Must be a minimum of 9 feet tall and a maximum of 15 feet tall.
- Cannot perform stealth due to their immense size and are limited to 3 block movement in combat while attacking and 6 while sprinting.
- Have 8 units of Ectoplasm.
- Palelords appear much smoother than Eidola and do not leak water passively, though this is not stronger than an Eidola's normal stone.
- Palelords are as strong as an Olog.
- Retain the same mentality as their previous Eidola self but may have certain mannerisms amplified.
- Have no augment slots.
- After four successive drainings, the form of a Lord would become frail, capable of crumbling with even light force.
- Palelords may have up to 2 additions to their body that are combative in nature (ie arms) but may also have up to 3 noncombative ones at the same time.

- The ghostly aesthetic of the lord is freeform but may not affect combat.

- Palelords take damage in the same way that an Eidola does but contain more water, meaning that it will take a few extra emotes for them to die. 


Innate Abilities & Revival Ritual
"My knowledge of self grows."

 

The Lord’s Greatness
(Menhir Crafting, Phantom Waters, Spirit Core, Devour)

 

While the weapon creation and storage of Menhir Crafts remain mostly the same, the appearance will change to that of the Palelord, often being a much more smooth stone than cobbled. These weapons may appear ornate or even contain ghostly aesthetics as the stone moves to showcase faces beneath or gentle fog rolls from it. Palelords may have up to three different weapons stored within their stone body at a time but may only summon a max of two at once and may make them from their body’s stone or from their throne.

 

Though a Palelord does not have the ability to use or consume souls, this does not prevent them from casting certain abilities, including Phantom Waters - which is now innate for the titans. This functions the same as an Eidola’s augment though it does not consume a soul to use. Spirit Core and Devour also work in the same way that they would for Eidola.

 

Redlines

Spoiler

- Palelord’s crafts will look much more smooth than an Eidola’s.
- Palelords may have up to 3 weapons stored within themselves but may only summon up to 2 at one time, each requiring 2 emotes. These may be summoned at the same time should the lord somehow have the means to do such.
- Phantom Waters is now innate and does not require a soul fragment to use. It may be used once in combat.
- Spirit Core and Devour are also innately known and are no different from an Eidola’s.

- Menhir crafts that are not weapons or armor may now be passively made by the lord without the need for a nearby menhir. They are smooth and do not leak water and may have unique ghostly aesthetics as a lord's weapon does.

- Though multiple weapons can be grasped at once, using more than one weapon as a lord will slow them down even more to that of 2 block movement per emote.

 

The Lord’s Worship
"I am made anew once more."

 

Made one with their Menhir, the Pale Lord is granted an ascendancy unlike other phantoms; and even the Wight Barrowlords are no exception. With this, those who have taken up Pale Lordship are rendered immune to the effects of Mysticism Handling and Anchoring, bound by no mind but their own; tethered to the Mortal Plane by will and stone. This does, however, come at great detriment, which forbades the Lord from reassuming their form upon obliteration, left to stagnate and fester in the Wastes should they come to perish.


The Lord’s Worship is the name for the ritual in which a Palelord is resurrected from death. Unlike Eidola, Lords do not respawn naturally over time and instead must be recreated from their “Throne”. 

 

Before death, a Palelord will make an object denoted as their throne. These do not have to be thrones in the literal sense, but instead are large objects of Menhirous stone from which they may be reborn. These may be sculpted to take whatever shape the lord wishes, but they must not be small and will always be at least the height of the lord. 

 

When a lord dies, a group of three mystics must gather in occult brotherhood around this throne with a fragment of or a menhir craft from the perished lord and fuel it with a total of nine liturgies of ectoplasm. After the throne is permeated with the ectoplasm, the group must pull forth the soul from the fragment and force it into the throne. After such is concluded, the throne will slowly take the form of the Lord over the course of an IRL day, after which they may then be played again. This consumes the throne and requires another to be placed should they wish to resurrect again.

 

Redlines

Spoiler

- Only one throne may be placed at a time and requires a nearby ST sign to denote its legitimacy.
- Requires 3 mystics and consumes 9 liturgies of ectoplasm. 
- Lords will be playable once more after 1 OOC day from the last emote of the ritual.
- Thrones may not be small and must be at least the height of the Lord. Players are encouraged to form these objects into meaningful shapes and structures, as their maximum size is not limited.
- Thrones take 4-5 hits in the same spot to break them, no matter their size.
- Thrones may have ghostly aesthetics, such as fog with faces or wisps floating around them.

- Thrones may at most be behind 1 redstone doors or 2 iron doors. Should any more be in the way, they will be invalidated. 

- A lord will feel uneasy when their throne is destroyed or should they not have one. A lord must be notified should their thrown be destroyed.
- A fragment of the lord is required for the resurrection ritual, meaning that someone must grab a piece of stone when they die or they will be lost forever.

 

 

Credits & Citations
 

BobBox - Writer

Sorcerio - Previous Writing, allowing me to dissect / use old & unreleased writes.
Jaelon, TheBlackBobRoss, Valannor - Critiques / Main Ideas / Editing / Consultation

Mysticism Community - For having a good art channel for me to snag ref art from (I own none of the art in this post). For pushing me to continue and finish this write we've tried to finish three times now.

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+1000

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BIIIIIIIIIIIIIIG ROCK

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Last I checked, golems are only strong as orcs anymore less a brawn golem which is a worse Olog strengthened being.

 

sorry for the two cents just had say something about that. Other wise loving it 🌶🔥🌶

 

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In stone and goo we trust

_original

Family <3

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First Valannor got the lore posts going on now you fucks sake +1 cool

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I HATE THE PALE BEAST I HATE THE PALE BEAST I HATE THE PALE BEAST I HATE THE PALE BEAST I HATE THE PALE BEAST I HATE THE PALE BEAST I HATE THE PALE BEAST I HATE THE PALE BEAST

+1

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Your theme songs are god tier! Pog lore as always, need to bring my paleknight back 🤔

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1 hour ago, rukio said:

First Valannor got the lore posts going on now you fucks sake +1 cool

 

We're in the process of completely fixing mysticism so expect like 2-4 more posts like this

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Big ol' seal of approval from me.

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Please ST, accept this. It's for the good of the realm...

cc5fd9833f7c3c7f97a3695913df3394.png

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Being a paleknight was one of the best times in LOTC, glad to see it coming back. Hope it gets accepted! Great job! +1

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9 hours ago, Valannor said:

 

We're in the process of completely fixing mysticism so expect like 2-4 more posts like this

No please its already so strong 

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