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[Shelved][✓] Silit Clarifications, Amendments and Additions


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NOTE TO REVIEWERS:
Whilst many of the individual segments of this thread may overlap and reference one another, it is crucial to understand that they have been written to address a myriad of unrelated issues and lacking areas in the original siliti piece. This is for all intents and purposes a player submitted compilation of changes intended to go through the proper review and voting channels rather than the lore surgery project. 

That is to say - with the exception of wording in clarifications/ amendments/ additions that references other areas - each spoiler in this piece ought to be seen as an individual lore submission, compiled onto a single master thread for the sake of simplicity rather than polluting the lore sub with nine or ten individual one to five paragraph pieces.

In that regard please be mindful of reviewing this as a single 'piece' when voting for or against a single section of this lore, as the overwhelming majority of these segments can be omitted without changing the necessity (and likely re-submission) of others. For example an 'N' vote or 'Y' based solely on qualms with the Minor Metamorphosis portion of this lore need not also warrant denial of Death Mechanics, Passive Sensing, Shuffling, Rite of Revival and so on. The purpose of this PSA is to prevent future revisions and unnecessary clutter on later mags, pertaining to overlooked clarifications, amendments and additions from this piece.


Death Mechanics (Clarification):

Spoiler

Whilst a silit will seldom 'die' in conflict, their bodies - excluding a lack of dependency on their respiratory system, as well as a circulatory system able to endure quadruple the bloodletting of the common descendent - retain for the most part the mortal shapes and limitations once held before their transformation from descendants. In this regard flesh and bone can be severed and shattered using the same tools as most descendants, and bodily destruction can and will occur when a battle is lost. 

 

With the conclusion of such gruesome conflicts, the gift of regeneration inherent to all siliti will begin its work at timescales relative to the trauma they have endured (see Ethereal Metabolism). However, the remnant soul of a silit's form requires escape and solitude to begin this arduous process; bound by ethereal marrows and unable to cross into the Elysian Wastes as most dead descendants would to be carried through the soulstream, a silit instead is forced to travel on the material plane. 

Therefore, at the discretion of a silit, their corpse (including any spilt blood or severed flesh, bone and gore) can be demanifested with their defeat; unravelled into a mass of crimson vapour that will either fade over time or shoot skyward until gone from view, on occasion accompanied by the rumble of thunder.

 

Whilst a silit can leave a corpse behind if they so choose - allowing the illusion of 'death' should a vampire wish not to expose themselves - it will eventually deteriorate at the same rate as any carrion and bear no lifeforce nor properties linked with the soul nor undeath.

 

-The ability to unravel is a solely aesthetic mechanic and cannot be used to gain advantage in any still ongoing combat.


Sustained entirely by an array of ethereal marrows and the genus that fuels them, siliti have no purpose for much of the anatomy inherited from their once-mortal forms. With no need for breath, an inability to eat food and an optional pulse, their respiratory and digestive systems are redundant to their survival, whilst their circulatory systems act predominantly as a container for the excessive blood they consume, and subsequent storage for much of their bodily genus. 

 

As a direct consequence, siliti have no practical need for their lungs, trachea, larynx or diaphragm, nor their oesophagus, liver, stomach, gall bladder, bladder, pancreas, intestines or bowels. Whilst still subject to the pain expected when such are damaged, the loss or failure of these organs has no bearing on a silit's survivability bar the bloodloss experienced as collateral from gruesome acts such as disembowelment, albeit at one quarter the bleeding time required of most descendants thanks to their excessive blood stores. In this regard a silit could swallow nails to no effect or even perform surgery to remove their organs and hollow out their chest cavity if they so desired, and would still be able to function at their usual capacity. 

 

The silit's dependency on blood and their modified cardiovascular system is still of much importance, however. The heart of a silit - whilst its beat and subsequent pulse is optional - still serves as the epicentre of the circulatory system in which most of their genus is stored, and if destroyed or at the very least cut into, will release their excessive blood at the same proportionate rate as any mortal. That is to say a silit who has been 'staked' will have their body fail due to bloodloss within mere seconds, in a similar manner to the fatality descendants will experience when stabbed through the heart. 

Further, whilst a silit is sustained and in some ways heightened by their marrows, their ability to sense and move is still anchored on the health of their respective sensory organs and nerve endings, as well as their muscles, tendons, ligaments and the bones they cling to. For instance a silit who's bicep is split open will lose the same capacity for movement in that limb as a descendant in the same situation; a silit who's eyes are gouged will similarly be blinded until their eyes regenerate and so on. As the control centre of a silit's physical form, the silit's brain shares similar vulnerability (though not identical, as siliti are unable to fall unconscious) to a descendant's, and destruction of the brain would mean instantaneous defeat. 

 

 


Passive Sensing (Addition):

Spoiler

As a consequence of their inherent desperation for blood, and the forbidden nature of Cannibalism’s use, siliti have been gifted with the ability to identify one another. 

 

Within a short distance of one another, a silit can ‘sense’ the presence of another as well as their own thralls. Either as a smell, an indescribable expression of body language, a traceless tone of voice or familiarity to their touch, a silit is capable of identifying one of their own through ethereal means indiscernible to any other creature, magical or mundane means. 

 

Behaving as an inborn radar that permeating through clothing, armour, and illusionary disguises, this ‘sense’ of another silit’s presence cannot be withheld or concealed, though nor can it be perfectly pinpointed. That is to say two siliti will not be able to pick eachother out of a crowd, though will at the very least be aware of another silit’s presence, which can eventually be honed to an individual if conversation, skin touch or eye contact is directly established between the two. This further makes it impossible for one silit to approach another unnoticed unless there are other siliti present already, distracting this ethereal sense. 

 

Additionally, a silit is capable of discerning whether a silit belongs to their own bloodline or another; an inborn familiarity (though not necessarily fraternity) being felt between those descended from the same archon whilst those of other broods are known to be strangers, and other bloodlines not shared with the silit cannot be perceived distinctly from one another.

 

A silit’s traces can also be sensed in the form of those subject to the Rite of Restraints. Any thrall of a silit who has marked themselves with a rune of binding and completed their subjugation can be detected within feeding range. In this regard a silit will inherently understand any potential thrall as possessing ‘claimed’ blood that will not sustain them, and therefore is aware that any attempt to feed from them would be in vain. Unlike with other vampires, this sensing ability offers less insight into the nature of the individual’s origin; a silit cannot detect what bloodline a thrall is affiliated with, nor identify the silit they belong to from sensing alone.

 

Red Lines: 
-Sensing can only be used to sense other siliti within the range of [Quiet], which is presently 8 blocks unobstructed. In this regard sensing cannot be used through walls, windows or other solid structures, requiring an unbroken line between the two siliti or between a silit and their own thrall. 
-Sensing can only be used to sense Stage 3 thralls marked with the rune of binding. In the case of a thrall belonging to another silit, thralls can only be sensed within the range of [Whisper], which is presently 2 blocks unobstructed. In this regard sensing cannot be used through walls, windows or other solid structures, requiring an unbroken line between the silit and thrall. Sensing also cannot identify who a thrall belongs to, beyond whether or not it is that silit's own.
-Sensing cannot be obscured nor replicated by any interfering creature, magical or alchemical means.
-Siliti cannot sense corcitori nor can corcitori sense siliti or their thralls.

 


Shuffling (Addition):

Spoiler

Only to be done in appropriate accordance with server rules, siliti may RP an internal/inward rift that allows them to teleport specifically in the use of soulstoning. The aesthetic of this ability is left to the interpretation of the silit, so long as it implies teleportation as the end result.

 

A silit cannot utilise this ability whilst bound within an active crimson coffin of T2 or higher, though it does function as a narrative explanation for a silit’s instantaneous ‘escape’ from a coffin upon its eventual reversion to T1 (so as to prevent an indefinite imprisonment enforced only by a recurring RP session once every three months). 

 

Further, a silit may only utilise this ability (again, dictated by soulstoning rules and mechanics) to transport themselves and the belongings they carry. It cannot be used to transport other people or structures.

-Shuffling cannot be done in combat without the consent of all other parties akin to soulstone rules. The same applies to escaping capture, subject to the consent of all other present players and defaulting to soulstone rules where an agreement cannot be reached.

 


Rite of Revival (Clarification):

Spoiler

A silit who has met their end via cannibalism will not regenerate on their own, and is for all intents and purposes 'dead'. The Rite of Revival is the sole avenue through which they might be resurrected, though in this most extreme of cases additional prerequisites are necessary.

Requiring either knowledge of the silit's signate or access to their remains, a total of five siliti - all of whom at the very least intermediate in the art of blood magic and one master to head the ritual - can work to return a silit's soul from the ucigas which stole it, restoring their corporeal form in turn in the withered state.

This herculean feat of re-awakening a dead silit's marrows costs twenty units of genus, along with a descendant sacrifice to serve as an offering to the withered silit upon awakening (who must be fed from completely, their death by bloodloss at the withered silit's hands serving as the rite's conclusion and restoring the once-dead vampire to the 'well fed' state). Inability to meet both this genus requirement and the feeding requirement for the resurrected silit will result in failure, causing the silit to crumble away and once more depart from the living. 

 

In the event of a successful resurrection, the ucigas that killed the silit will be alerted by a feverish sense of panic; an inherent and immediate understanding that the individual they have killed walks amongst the living once more (along with which silit in question has been revived, in the case of ucigasi that have consumed multiple siliti). Further, having endured the torment of consumption at the hands of the ucigas and the significance of this traumatic violation of the hexalogue, the reawakened silit will retain a vivid memory of this death (though not necessarily the identity of the ucigas, if they were disguised for instance). 

In turn, a revived silit is always scarred in some way by the reality of their vulnerability, having otherwise regarded themselves as immortal. This is usually embodied by a fear of other siliti, an overbearing sense of guilt or self-depreciation should they see some justification in their initial death (which can escalate in self loathing and depression), though each case of handling this trauma is unique to the silit's circumstances and personality. 

 

-Five siliti (not just blood magi) are required to perform this rite. The rite must be led by a silit who is tier 5 in blood magic, whilst the remaining siliti must be at least tier 3.

-It costs twenty units to perform the rite of revival on a cannibalised silit, along with one descendant who must die at the hands of the silit whilst withered. 

-The player behind the ucigas must immediately be informed upon successful completion of this rite so as to let them roleplay accordingly.

-The signate if not remains of a silit are required to revive them from death by cannibalism. In the event a signate is used, the silit's corpse is disintegrated. If the corpse however is revived directly it will be restored from any decay.

 


Minor Metamorphosis (Amendment):

Spoiler

Siliti may write in their own blood via fingertip without having to wound themselves which leaves no wound. Therein they may write blood magic runes with their fingers and claws akin to quills. This will still drain the silit of genus at the same rate as if drawn from a fresh cut wound, and merely serves to alleviate siliti of the usual strain of constant wounding felt by mortal blood mages.

 


Cannibalism (Addition):

Spoiler

Siliti are by most metrics immortal creatures. Ageless and unkillable by mortal means, a silit can weather any battle amongst descendants and - even if they are defeated and their body destroyed - eventually reform unscathed from mere dust. There is no spell that can unbind their spirits from the marrows that bind them to their flesh, and subsequently no avenue for the soulstream to claim them. To many siliti this persevering existence is emblematic of some divine birthright, and aggrandised as the feat of cheating death. To others, their static condition is a curse of stagnation; an unending state of lethargy not even suicide can free them from.

Occasionally, however, a silit can die. 

 

Whilst there is no record of such, most scholars of Hazmstadt theorise that greater divinity - entities on par with the pantheons of Aengudaemonica - whilst incapable of ever cleansing a vampire of their marrows could still likely tear them apart, obliterating a silit.

 

The more likely - and only alternative - means of bringing a silit’s permanent end is cannibalism. Rarely orchestrated and highly taboo, it is a gravely speculated belief that a silit willing to undergo the unhallowed act of feeding from their own kind can consume their brethren’s very soul should they drink deep enough. 

 

The truth of such superstitions is unclear, but the fact remains that if a silit’s veins are drank empty by another silit, a corpse will be left behind that will never recover and can never be awoken in undeath.

 

In doing so, a cannibal silit is forever cursed to live as an ucigas. A predator amongst predators, socially considered the lowest form of exilat and anathema by most civilised vampire societies.

 

Whilst functionally identical to all other siliti, an ethereal stench will forever dirty an ucigas’ marrows in the eyes of other siliti. Whilst mystical and untraceable by mortals or their magics, all siliti are able to identify an ucigas at a glance. Perceived similarly to sensing and uniquely by each vampire as a literal odour, a wildness in their eyes or a craven angle by which their stature will always be recognised, there is no mundane nor magical way for an ucigas to hide their untouchable status from their once fellow siliti. Their past sins - or in horrific cases, sins - are simply ‘understood’ by all higher vampires they encounter.
 

The reaction provoked by encountering an ucigas is left open to the beholder and their own cultural conditioning, though an inescapable sense of fear and discomfort is a constant throughout these inter-silit interactions, the only exception to which being other ucigas who - whilst able to recognise one another’s misdeeds - have no inborn aversion to their fellow cannibals. 

 

Red Lines:
-Cannibalism serves as a soft PK clause for siliti; a silit who has their blood fully drunk by another silit will be unable to reform as normal. Further, whilst a corpse will remain (that at player discretion can either crumble to dust, decay at the ordinary rate of a descendant corpse or remain eternally magically ‘embalmed’ and preserved) a dead silit’s soul can only be restored using a costly, modified form of the Rite of Revival. (See prior section.)

     -A silit who has been cannibalised twice cannot be brought back even with the Rite of Revival, making any second instance of Cannibaism a hard PK.
-Once cursed as an ucigas, a cannibal silit will never be able to mask their nature from other siliti. It can at may be socially justified through roleplay, though there is no alchemic, magical or mundane means of lifting or disguising the curse. It is an ucigas’ responsibility to inform all siliti they interact with (to the best of their OOC knowledge) of the curse so that they can respond appropriately. Not doing so would be considered powergaming.
-An ucigas’ curse can be detected by any silit within 20 blocks, and does not require line of sight to be picked up on. In this regard an ucigas is incapable of sneaking up on a silit, the sole exception being where that silit is either themselves an ucigas or is already distracted by/ aware of another ucigas in the same radius. 
-Whilst an ucigas will always cause discomfort to other siliti on their first encounter, this aura can by no means force an extreme reaction from another character; an ucigas cannot force other siliti to run in fear, for instance. The in-character response to discovering an ucigas is to be dictated through roleplay. Whilst the curse may be tolerated at the discretion of each silit player, justified by fear, a level of moral acceptance for the practicality surrounding a murderer in one's ranks and so on, silit relations with ucigas will always be overshadowed by a sense of dread and anxiety, Ucigas by nature will forever be percieved as distrustful and volatile to all siliti.
-The act of drinking another silit’s blood must be conducted over the course of five emotes of drinking directly from a bite; three to incapacitate a silit (where their body would usually be destroyed by bloodloss) and two to drain them past the point of recovery. One additional emote is added to this count for each time a silit is thrown off and must re-establish their drain (meaning a silit interrupted every time they begin draining will require six emotes to incapacitate another silit and a total of ten emotes to complete the cannibalism). 
-Cannibalism cannot be done offscreen, requiring both characters to interact on the server. In this regard a silit that has been ‘killed’ and is presently unplayable whilst regenerating from injury (see Ethereal Metabolism) is not vulnerable to Cannibalism. 
-Cannibalism has no unique effect on corcitoră CT revival or PK clauses. Furthermore, corcitori are not able to detect ucigas. 

-PvP death, as well as 'downing' or 'restraining' actions emoted out following mechanical PvP negate this lore and are to be addressed with standard death rules. In this sense a silit wishing to overpower and cannibalise another must depend solely on roleplay conflict, as is the case with the 'Rite of Revival'.

 


Rite of Rest (Rewrite):

Spoiler

The nature of a silit is juxtapositional at times. Immortal creatures always running out of time until their next meal is required, the Archon Mictlanti initially invented the solution to this problem for the purpose of keeping prisoners preserved for longer. 

 

‘Crimson coffins’ are coffins - or any tomb, box or other solid storage unit large enough to fit a descendant - bound with the properties of the runes mortality, flesh, silence, binding and life in specific arrangements with their signate upon the door which both imprison and preserve the silit or corcitoră within them. The Turnkey was not without more innovations and he later designed a better coffin which did not require a character’s unique signate, such universal prisons called Mictlanti’s fetters with which he could more easily catch and entomb his targets.

 

As a rule, all but the crypts of Archonic make - Mictlanti’s Fetters - begin at the same level of potency, and will only function if they are made bespoke for a specific silit using their signate. All coffins are by inherent design only capable of preserving a silit for a night (or - more likely - day) at a time, permitting them to sleep within it (where usually a silit is incapable of falling unconscious) as well as acting to indefinitely preserve their marrows if used regularly.

 

In this regard a silit with regular access to a coffin of their own will still feel the thirst afflicted by neglecting their genus dependency, losing the boons and aesthetics of the ‘well fed’ state at the same rate as usual, however they will not fully degenerate to the ‘withered’ state and instead be able to indefinitely linger at the wretched medium of ‘starved’. Furthermore, a silit kept in a coffin without leaving (shelved) will remain at the state in which they had entered until their departure, at which point their degradation cycle resumes.

 

When residing in a coffin at its default level of potency (T1), a silit has full access to their magics and abilities as well as the ability to shuffle from it (where appropriate with server soulstoning rules). Corcitori however are less capable, and - lacking the ability to shuffle - may be held indefinitely in a crimson coffin at this tier either of their own fruition or as captives without the means to escape unaided.

 

The more nefarious usage of coffins is found at their second stage of empowerment (T2), should a trio of blood mages work to fuel the coffin with at least two units of genus to intensify the coffin’s bonds. In this instance, a silit may be forcefully held in their coffin against their will, their magics and silit traits (including the ability to shuffle away) suppressed so as to make them prisoner for any timespan up to four years starting from when the silit enters the coffin (up to one month of forced-shelving at the discretion of the blood mages conducting the ritual). A coffin can be prepared for this purpose in advance, should the blood mages in question spring a trap on the silit. 

 

In extreme circumstances, a coffin can be further empowered (T3) by a trio of blood mages should they fuel it with at least six units of genus. This permits them to amplify the longevity further, to a sentence of twelve years (up to three months of forced-shelving at the discretion of the blood mages conducting the ritual). Akin to the lesser empowerment, this too can be done beforehand and will not begin to expire until the silit has been imprisoned. 

 

When laid in a crimson coffin of lesser (T2) or greater (T3) empowerment, a silit will feel any magics they might possess be silenced and be forced into a state of restricted strength, so much so that they are unable to escape the coffin unassisted if it is chained shut or built out of heavy enough material. At this point their marrows are preserved by the coffin and the silit or corcitoră within will stop losing genus, able to slumber (or be kept prisoner) without needing to feed. Further, corcitori kept imprisoned will not ‘age’ as time progresses during imprisonment in an empowered coffin, meaning a corcitoră with one hundred years remaining in their lifespan will still have one hundred years left to live after they have left a T2 or T3 coffin.

 

It should be noted all coffins that have been empowered (T2 &T3) will give off an unsuppressable crimson glow when opened. This cannot be concealed with mundane nor magical means, though such illuminations will cease completely whilst the coffin is shut. Further, given the appropriate time scales relating to the amount of genus used in empowerment these coffins will lose their empowerment once such has been expended, and blood mages cannot renew empowerment on a coffin until it has been spent (fully reverted back to T1). This interim between the conclusion of an empowerment and the production of further units by three blood mages to empower once more will always give an imprisoned silit ample time to utilise their shuffling ability and escape, making it impossible for a silit to be kept longer than a dozen years against their will without complying to a longer sentence (OOC/ IC choice not to escape). 

 

Red lines:
-Only blood mages who have been taught through roleplay how to craft crimson coffins can do so. This is not an ability inherently known by all blood mages or siliti. 
-Only a tier four blood mage can learn to create a coffin. Further, a group of three blood mages led by one of tier four or higher is required to empower a preexisting coffin though knowledge of creation is not required.
-Crimson coffins require ST signage, as well as specification to the ST of a coffin’s intended timespan and the character a coffin is intended for (this is usually not recorded on the mechanical sign both due to text limitations and so as to avoid metagaming).
-Crimson coffins require the signate of the silit or corcitoră they intend to contain in order to magically bind them; the only exceptions to this are the four Mictlantli’s Fetters, ownership and (where necessary) distribution of which is tracked by ST management. A coffin made without a signate or with the wrong character’s signate will have no special effect on mismatched individuals.
-If an approved crimson coffin is intentionally bound or sealed shut with a silit or corcitoră inside of it the character will be forcibly shelved. For corcitori - who have no alternative character loss clauses like siliti do - this functions as a hard shelf that will persist until they are released through roleplay. Siliti however can only be held for the duration agreed by those who empowered it with ST or until someone else opens the coffin through roleplay. In both instances the Rite of Rest bypasses the usual 30 minute ‘prisoner’ rule as this is treated closer to a PK clause.

-The rite of reflection along with all other means of communication are completely ineffective in the hands of - or when attempting to reach - any silit or corcitoră that is inside of a crimson coffin of T2 or T3 empowerment.
-Crimson coffins will only preserve the amount of genus or longevity a silit or corcitoră has. They can not be used in place of feeding as the character will exit exactly as they entered.

 


Feeding (Amendment):

Spoiler

Siliti can drink the fresh blood of animals and will crave it when mortal blood is not accessible in a similar fashion to ice craved by those suffering with anaemia. It holds no nutritional value to a silit as animals lack genus, though the act of feeding on beasts can serve as a temporary means of satiating their addictive thirst, solely acting as a means of ‘scratching the itch’ of bloodlust. The exception to this caveat is the blood of pigs, boars and other hoglike creatures which repulse siliti and will induce blood vomiting, alongside the flesh of any animal that has either been prepared for descendant consumption (cooked) or is older than an hour since the creature's death.

 

-As it lacks genus, animal blood will have no bearing on a silit's ability to sustain the 'well fed' or 'starved' states, its sole benefit being a source of self control and mental stability to a silit presently thirsting for blood.

-These effects also apply when a silit feeds from a CA with blood but no genus (IE Vargs), making it impossible for siliti to 'taste test' other characters.

-Animal blood will only quench a well fed or starved silit's thirst at a rate of three OOC days per creature drank from. Further, whilst withered siliti can and will still crave the blood of animals where no descendant or higher alternative is available, it will no longer satiate their thirst as there is no staving off the maddened desperation for genus felt in this state. 


Subsequently, the following lines and subsequent caveats are to be omitted from currently accepted feeding lore, for the purpose of trimming (thus far) unused loopholes as well as preventing any future minmaxing with relation to animal blood:


"animals have bitter and unpleasantly sour blood bar pigs whose blood is ever so slightly more tolerable."
"Additionally, fine feedings can be made of mixing mortal blood with equal parts of pig blood which, while sour, can sustain a diet and maintain a fed, not well fed state."

 


Hexalogue (Rewrite):

Spoiler

I. Immortals do not prey on their own. To drink the blood of their kin is murder, and murderers are exilat.
II. Immortals do not expose their own. To willfully arouse suspicion unto their kind is vanity, and the vain are exilat. 
III. Immortals do not fraternise with dragonkin nor the exilați. To consort with their enemies is treachery, and traitors are exilat. 
IV. Immortals do not elevate the undeserving. To spread their blessings to the unfit is desperation, and the desperate are exilat. 
V. Immortals do not recklessly entomb. To imprison the innocent is wickedness, and the wicked are exilat.
VI. Immortals do not forsake their Archons. To stray from their progenitor’s will is savagery, and savages are exilat. 

 

Red lines:

-The Hexalogue is a codex with which all siliti are inherently familiar and physically incapable of forgetting. Corcitori and regular descendants do not know the Hexalogue unless taught such in roleplay. 
-Whilst very much so intended as tenets to which the archons hold all vampires besides themselves accountable, a silit is in no way obliged to follow them; merely expected by the norms of most vampiric societies. Exilat for instance is a social term meant to denote a lower, untouchable ‘caste’ of vampire though has no mechanical function unless characters choose not to give it weight. 


EDIT:
Due to a significant amount of backlash from select members of the silit community, a compromise has been made on the nature of the Cannibalism ability. The resurrection process for siliti who have suffered this 'PK clause' can now be found under the 'Rite of Revival (Clarification).

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I don't like the addition of the Striga PK mechanic to a race previously thematically imposed to be the only true immortal being thus killing that thematic gravity and simultaneously cheapening the threat of imprisonment; Nor do I find the new hexalogue particularly compelling or necessary.

The rest of the mechanics I'm for but the addition of a method of inter-siliti PK isn't something I forsee fantastic RP out of, it just encourages OOC scheming and welcomes a kind of conflict that won't be done in good faith. I prefer greatly we have to be more careful IC about who we pick up because there's a tremendous consequence to having them become Siliti and be unprepared.

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1 hour ago, Tentoa said:

I don't like the addition of the Striga PK mechanic to a race previously thematically imposed to be the only true immortal being thus killing that thematic gravity and simultaneously cheapening the threat of imprisonment; Nor do I find the new hexalogue particularly compelling or necessary.

The rest of the mechanics I'm for but the addition of a method of inter-siliti PK isn't something I forsee fantastic RP out of, it just encourages OOC scheming and welcomes a kind of conflict that won't be done in good faith. I prefer greatly we have to be more careful IC about who we pick up because there's a tremendous consequence to having them become Siliti and be unprepared.

As I responded to you in discord:


Coffins serve as a monopoly on violence which in my opinion will inevitably come to fill the same niche as clotting did in necromancy. All it takes is for those with the ability to make coffins to threaten players logging in and stuffing them in a box to exert OOC control, whilst themselves retaining immunity from harm. The addition of cannibalism adds a lot more risk and accountability to court leadership that we’ve really been lacking thus far. 


I also feel like in a world lore sense the idea of vampires being so completely and totally unkillable is kind of fucky, and evokes a lot of unanswerable questions in the current lore. Whilst in actual roleplay terms coffins currently can and will serve as a crutch in favour of actual punishment and narrative conclusions for siliti who realistically should die.

All a PK clause like this means is your roleplay actions will have consequences. If you piss someone off you get ate. If someone eats you they get cursed forever to stink of cannibalism, and will themselves likely get shunned or themselves ate. Covens are encouraged to stick together to stay safe from crazy rogue cannibal vampires and if needed overwhelm them, whilst coven leaders are encouraged to lead well for fear of being overthrown. These are all roleplay dynamics that can and will be fuelled by IC conflict. 

As for claims of 'OOC scheming' in previous renditions, whilst I disagreed with the Australian Animal at the time that the strigapocalypse was happening, and I do believe his own personal desires for Strigae to become an event race were closely aligned with his character's shame arch, the instance you're referring to was carried out entirely through well expressed character motivations and clashes, working entirely on IC manipulation. Further, I still attest it was hands down some of the best (if most stressful) dark arts roleplay I have ever experienced on this server. This is speaking from experience as someone directly on the receiving end of this sort of manhunt, and I don't doubt most of the others who were actually involved in that RP would say the same.

Furthermore, the trope of 'only a vampire can kill a vampire'  is far from unique to the now defunct Strigae lore. 

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Sensing other vampires and thralls will be misused just as it was when it was an azdrazi ability. It’s a license to meta game that just ought to be removed. 

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imagine ST removing striga just for striga features and mechanics to be taken and implemented into their "new and improved" vampire lore lol

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These are some cool clarifications and additions, but with Striga having been removed for unclarified lore issues only to have some of their features as proddy and tentoa said, taken and further implemented into Siliti I find a bit questionable. No hate to Siliti here; as someone who really appreciates vampirism I can acknowledge the potential that this can add to rp. But with that said if a rewrite for Striga is ever intended to be made, soaking up their features into other pieces of lore is going to make it that much harder for a new write to be made.

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1 hour ago, Proddy said:

imagine ST removing striga just for striga features and mechanics to be taken and implemented into their "new and improved" vampire lore lol

 

24 minutes ago, Maclunkey said:

These are some cool clarifications and additions, but with Striga having been removed for unclarified lore issues only to have some of their features as proddy and tentoa said, taken and further implemented into Siliti I find a bit questionable. No hate to Siliti here; as someone who really appreciates vampirism I can acknowledge the potential that this can add to rp. But with that said if a rewrite for Striga is ever intended to be made, soaking up their features into other pieces of lore is going to make it that much harder for a new write to be made.


I think it's a bit of an overstatement to claim that the main draw of Striga was their ability to die. Let alone that the idea of vampires being the sole beings able to kill one another (like, you know, Witcher... Vampire the Masquerade...) being something exclusive to them as a CA. (Voidal) Archons were the only ones who could kill other Archons. Wraiths were the only ones who could kill other Wraiths. Keepers were the only ones who could kill other Keepers.

The main difference here is that rather than gatekeeping violence behind a ritual or spell only one or two people at the top of a group can monopolise (which is the coffin system in current siliti lore), this amendment gives all siliti the ability to defend themselves from inept or corrupt leadership using valid RP as opposed to being subject to the whims of an OOC overlord, and in turn holding more siliti accountable for their actions adding consequence to a currently consequence free CA.

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2 hours ago, Proddy said:

imagine ST removing striga just for striga features and mechanics to be taken and implemented into their "new and improved" vampire lore lol

the two striga players r really hurt by this one 

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16 minutes ago, SquakHawk said:

the two striga players r really hurt by this one

say that again and someone's wall is getting decked

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1 hour ago, SquakHawk said:

the two striga players r really hurt by this one 

 

i'm pleased i could could give you and ur 3 stiliti friends who never interact with the rest of the world outside of their own rp clique a good laugh buddy

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So, I personally love everything about this post. The additions, the clarifications, all of it. My LARGEST concern is the Cannibalism. I think it's extremely flawed and I will tell you why. Thematically, it does not make too much sense to me. The whole reason of the Siliti is that they cannot die. They are forced to live with the fact that they are immortal and even IF they wanted to killed themselves, they can't. I think the coffin is a good enough solution because it allows for the eventual hope that one day, a character can be released from that prison.

The other issue about the Cannibalism section is that it can be abused so, SO easily. Mordu writes lore for good RolePlayers but, with all due respect, I think he forgets he plays on LoTC. The community on here can be inclined to promote and preform goonery. Not to mention it is a lot more common than some people believe it to be. 

I don't believe the Siliti are overpowered in the slightest. The only thing that makes them a powerful magic, is the Blood Magic addition itself. A Siliti without Blood Magic is just a very underpowered vampire. A very simple vampire. 

Overall, I have ZERO issue with the lore post- I think it's a fantastic addition to the Siliti Lore. I think that if Mordu wanted this passed, he would need to remove the Cannibalism section in order for it to be picture-perfect.

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cannibalism is the great anti clique equaliser.....    embrace it vampire noobs

 

 

 

 

 

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9 hours ago, The King Of The Moon said:

-An ucigas’ curse can be detected by any silit within 20 blocks, and does not require line of sight to be picked up on. In this regard an ucigas is incapable of sneaking up on a silit, the sole exception being where that silit is either themselves an ucigas or is already distracted by/ aware of another ucigas in the same radius. 

while I don't play a silit, does this mean that they can pin point the exact location? Or is it moreso a ping that one of these ucigas's are within roughly 20 meters (say the cannibal is within a crowed of people but not openly visable)

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