Qizu 4038 Popular Post Share Posted June 10, 2022 “This story is about mistakes. Mistakes made by all those who turn their ears away from the warnings of others and thus suffer the consequences.”Brine: The energy or source of a Drowned’s powers.Abyssal Heart: The “battery” that creates Brine that flows through a Drowned’s body and is their “life force”. Tideborn: Mundane and Enthralled Followers of the Drowned. “Can you hear me descendant, why are you entering my domain? Creation/Origin StoryBorn of the depths that have consumed them, the Drowned are a clash of life and death. Made of descendent flesh that has been lost to the tide, they become the living embodiment of a sailor's worst fear. The tales of the Drowned and the Thallassos have long died out in the mouths and books of descendent kind, however just because they are not spoken of does not mean they aren’t listening as they await their return. Originally created from the flesh of the fallen Aeungudaemon Dresdrasil, the Drowned have found a way to call upon her powers that have spread through the sea through a ritual known as Abyssal Calling. By reciting a hymn to the remnanation of her flesh, they can conjure forth her essence into the Heart of a descendant transforming it into what is known as an Abyssal Heart. Once activated in a vessel of flesh it will gather slivers of her power that remain within the tides creating a horrid combination of descendent and monster. Unlike the Shuul, Drowned are capable of using feats of sorcery to enact the telling of their predecessor; Dresdrasil.The Drowned are rooted in the Unknown. Blind to the sorcery that powers them, they search the lands of descendents scouring to find out what they truly are. They are haunted with obscene visions and sounds that give no clear meaning or direction aside that of the ocean itself.PhysiologyDrowned are classified as Undead creatures. During the transformation period their body succumbs to the sea and the life that prowls within it. They become a reflection of their descendent self as what they once were has fallen victim to pale features such as their eyes, hair, and skin. Chunks of flesh and rotting skin are also prevalent in Drowned as surely sea-life will slowly harvest their body until they are able to become one with the sea. The Drowned do not require air nor food to survive as they live off of the brine that their abyssal heart produces. They are not capable of using ingested potions nor can they be poisoned or succumb to natural disease.Once the tides have fully claimed their victims, they grow exceptionally weak in regards to physical attacks. Once created, Drowned physical attacks become as weak as an average elf meaning that they cannot perform great feats of physical strength, however they make up for it in their spell castings and sorcery. To balance their physical lackings, due to their state of undeath Drowned are not susceptible to piercing blows or attacks in regards to physical pain however they will find that when met with brute or blunt force their bones would break and crumble with the simplest of blows from weaponry.Drowned do not become physically drained through extensive combat, however they will grow weak through losing their Brine. They lack muscle structure and “natural physical endurance” as they are powered from their Abyssal Heart. As a Drowned progresses further into the CA more physical changes come into play in regards to their natural body which will be further described in the progression section of this lore piece. Spoiler Redlines:-Drowned are Undead Creatures and are susceptible to Holy Magics; Templarism & Paladinism.-They are immune to feeling pain from physical wounding or exertion , however it will still alter their undead body. -They are immune to fire, poison, natural disease, lack of air, and may not be drowned.-They can not eat or sleep. -They are as strong as an elf. -They have unlimited endurance in regard to physical exertion . MentalityThe Mentality of a Drowned is a rather cruel and harsh one. As they are undead creatures bound to the beings above them they carry slivers of the unknown with every thought. Often Drowned will find themselves experiencing something akin to post traumatic distress in regards to the event of their drowning. This includes visions and flashbacks of them being locked or stored away into the ocean water or vague memories of when their heart was removed for the creation of an Abyssal Heart.When casting the effects of their cursed mentality worsens. They will experience low tones that buzz within their ears as if they were thousands of feet beneath the ocean's surface. An unknown language would whisper in their ear and often seep into their own words as if they have become possessed and would sound something akin to static frequency. Their body would feel as if it was swaying as well as flashbacks and memories would flood their mind. The further a Drowned delves into their three stages the harder it gets to bear the mental effects. As their bodies and mind descend into madness each day onwards, the Drowned begin to lose more and more of their past self. Emotions they might have experienced in the past such as happiness, joy, and so on would scarcely occur again if at all. The mind of a Drowned is a sorrowful melody of descendents falling victim to the higher powers above them as it drives them to insanity. To try to slow this, to no avail, they seek out knowledge, assistance, and aid from knowledgeable beings. Spoiler Redlines: -Memories/Flashbacks do not reveal faces or distinct characters involved in the creation of a Drowned.-Mental strain and effects must be emoted when casting and casually during roleplay. -Drowned may play any type of aligned character however they have core negative mentalities that must not be ignored. CompatabilityDrowned are incapable of learning any deific magic, voidal magic, misc magic aside from Blood Magic. Drowned may not become other CA’s. They may learn alchemy however, they cannot benefit from ingested alchemy such as tawkin and alteration alchemy. Only descendants are able to become Drowned. BrineBrine is the very source of the Drowned’s power which can be compared to their “mana”. Upon creation, a Drowned body is completely flushed out from the ocean’s tide. Their blood and organs will grow lifeless as they begin to rot, however their newly placed Abyssal Heart will burn bright with life and energy of the ancient ones turning them into a creature of the undeath.Brine takes on a sea-green appearance and has a horrid smell akin to rotting flesh itself. It often gathers atop their flesh and is even regarded as the “tell” of a Drowned. Upon casting Drowned will expose their brine whether it be external wounding or vomiting/puking out their brine in order to expend it as they use abilities. Brine has a room temperature feeling even though it exists within a lifeless being, it is heated by the Abyssal Heart.Brine also slowly leaks out of a Drowned’s body. Each Drowned contains 10 counts of brine within their body, however they must use it for each ability that they wish to cast. As they use Brine their body would grow weak causing them to “dry out”. If a Drowned extends all of their Brine their character will die a painful death as the entirety of their “lifeforce” leave their undead body with no power.Below is a chart that reflects what a Drowned would experience in regards to the amount of Brine they currently have within their body. 10 - 9 Counts At 10-8 Counts Drowned are at the peak of their powers. Their bodies will flow with brine however their characters would appear “bloated” and their skin would appear soaked in water. It is in this stage that Drowned are at the peak of their abilities and strength. 8- 7 Counts Still in the uppermost of a Drowned’s total count of Brine, a Drowned will enter the first stages of exhaustion. In this stage they will only experience mental warnings that they are beginning to lose Brine. This can cause increased anxiety and send characters into a state of worry. 6 - 5 Counts As Drowned approach the halfway mark of their Brine their body will begin to feel weak. Drowned are normally the strength of an average elf, however past this stage they will experience weakness akin to a voidal mage. They will only be able to wield light weaponry such as a short sword or a dagger. Their movement is lessened by one block in regards to combat scenarios. 4 - 3 Counts At 4-3 Counts Drowned become extremely feeble and susceptible to attacks. Their movement is lessened by two blocks in regards to combat scenarios. 2 - 0 Counts In the final stages many Drowned become incapacitated and are uncapable of moving unless it is very slow, and suppressed ovements such as grabbing something, or very slowly dragging themselves along the ground. At 0 counts a Drowned will die and undergo the revival period. The Abyssal HeartThe Abyssal Heart is the “battery” that charges the Drowned and is the core of all of their powers. Drowned are required to regularly submerge their body in water to recharge their powers through the ability “Submerge”. If struck, the Abyssal heart will lose one count of Brine. This means if it is pierced or smashed it will leak one count of Brine. Upon destruction the Abyssal Heart’s matter will remain in the area of its destruction until it next comes into contact with water. Whether this be condensation, rain, or being forcefully submerged in water it can only reform after a period of 24 OOC hours. Upon revival they will respawn at the closest body of water albeit a pond, a stream, or a river. Physically, the Abyssal heart appears as a glowing orb within the chest of a Drowned and takes colors between the mixtures consisting from that of blue, purple, and green depending on the character. The Abyssal heart stores all memories and aspects of a Drowned's life and acts as a “brain’ of the sorts. Spoiler Redlines: -The Abyssal heart does not shine through armor but may shine through loose cloth and clothing. -The Abyssal heart only holds 10 counts of Brine. -Drowned revive after 24 hours of death where the Abyssal Heart will use the water around it to reform their body.-To non-drowned, Brine has no magical properties. -Brine cannot be shared to other Drowned in regards to refilling their storage. -Drowned do not remember the 30 minutes leading to their “death”. -Drowned do not fully die until their 10 counts of brine is expended however they could be rendered incapacitated. The Culture of Drowned and their Tideborn varies immensely based upon each respective character or group. Players are welcome to pursue their character however they wish so long as they follow all lore guidelines. Below I will list different scenarios or depictions of what a typical culture may consist of within a Drowned Community. Xionism/Religious As Dresdrasil is rooted in the stories revolving old gods and those of the Xionist faith it would be entirely possible for a grouping of Drowned to take a Xionist approach to the magic. This would lead to further religious worship and immense sacraments and rulings to not disgrace their creators or the different lords of the Xionist faith. Philosophical Society Some Drowned may favor the pursuit of knowledge within their time among descendents. They may seek to discover the mysteries and stories of the world that they live in to truly understand what creatures they have become. They may often work with higher powers to advance their everlasting minds.WrathDrowned communities are also able to play a more aggressive approach to the lore piece with mass sacrifices and large scale power plays to gain an advantage on the server. This would be a more “evil” approach to the creature lore but will provide fun and engaging roleplay nevertheless. To make use of any abilities, Drowned are required to spew Brine from their mouth or to inflict a wound that draws it out of their body. This may be cracking a bone, mutilating flesh, and etcetera so long as it leaves their flesh and enters the area around them. These wounds do not heal unless physically/magically repaired. Flesh Craft [3 Brine] [Combative] - Using their brine a Drowned can create weapons and defenses from flesh resembling sea creatures at the cost of great exhaustion thereafter. Spoiler Mechanics - Over a duration of three emotes consisting of 1 channeling and 2 casting, Drowned may deliver a wound to themselves that begins to leak Brine. Using this Brine they can create a creation akin to a sea-creatures limb such as a tentacle, shark teeth, a crab claw, etcetera. After creating these they last for a duration of 10 emotes in which they will melt away into water falling to the ground. The strength of these creations vary depending on the said creation. Tentacles and brute weapons wield the force of an elf wielding a warhammer, whilst sharp objects are akin to that of a bronze sword. These limbs may be lost in combat should they be destroyed at the base.Redlines:-The strength of these limbs have the force of an elf.-These limbs have the durability of the creature they are conjured from. Teeth have the durability of teeth, crab claws have the durability of strengthened chitin. -Limbs can only be created from sea-creatures the Drowned has encountered. -Wounds reflect onto the Drowned as if it was their actual body.-Limbs can only extend the length of 2 meters maximum. - Three Emotes to Cast, lasts 10. Marine Communion [Non-Combative] - Allows Drowned to commune verbally with sea-creatures in event settings. Spoiler Mechanics - In event settings Drowned are able to lightly tap into their origins to communicate verbally with sea creatures. They have no influence over them other than verbal convincing and etcetera. This ability is left mainly to the ST controlling the event in which it is used. This requires at least one emote. Redlines:-Utilization of this can only be done on sea-creatures in an event setting. -This ability is left up to the discretion of the ST running the event. -Must be spoken verbally in roleplay, this is not a psychological communion. -Requires at least one emote. Lasts as long as needed. -Does not allow Drowned to command seacreaturs forcefully. Tide Calling [3 Brine] [Non-Combative/Combative] - Ability to summon Shuul during an event. Spoiler Mechanics - During an event a Thallassos may pour their Brine into the water to attract a Shuul to their location to aid them. This is only used in event settings as Shuul are ST played creatures. This, like Marine Communion, is left to the discretion of the ST running the event. This requires one emote of channeling, then two emotes of casting their brine out into the water. As it drifts into the ocean it would attract the Shuul as it makes a resemblance of their creator Dresdrasil. Redlines: -This ability is left up to the discretion of the ST running the event. -Shuul conjured will follow all aspects of the Shuul accepted lore piece.-Shuul may only be given light guidance on their purpose for being called forth however Drowned have no real “control” on them. -Water must be connected to an ocean setting, no puddles, bowls of water etc. -Requires three emotes and lasts until the Shuul dies or the event ends. Brine Mending [2 Brine] [Non-Combative] - Used to heal other Drowned at the cost of their own Brine Spoiler Mechanics - Using Brine Drowned may repair lost body parts of limbs of their fellow Drowned. This is used by forming their brine into a “solid” form resembling that of a lost limb made of water. This is done over a course of four emotes with one channeling and three casting. These limbs are made of solidified Brine meaning that when in contact with Aurum or Holy Magics they will be rendered into water once more. Redlines: -Only replaces legs and arms and their respective parts. -Cannot be used to save someone’s life. -Only works on other Drowned. -Brine Limbs when in contact with holy magic or aurum will need to be replaced as they will immediately fall onto a puddle below the Drowned. -Requires four emotes, lasts until destroyed. Tideborn Manipulation [2 Brine] [Non-Combative] - By drinking enchanted Brine from a Drowned, it will enable them to succumb to their will of the Tide. Spoiler Mechanics - Drowned are able to “enthrall” descendants via allowing them to consume their Brine willingly or unwillingly. Once ingested over the course of One OOC hour the Descendent would begin to change physically. Their eyes would turn a pale white color and their throat would grow a sea-green colored rash enclosing it. Their voice during the period of their enthrallment would be raspy and almost horrid. However the actual effects of the enthrallment will not take place until a period of two OOC weeks has passed.As for their mentality changes, this part will only set in after the period of 2 OOC weeks passes. Tideborn as they are called will become susceptible to the wishes and words of the Drowned that enthralled them. Enthralled characters experience irregular visions of demonic sea-life and sea-creatures as well as whispering in their ear resembling a language that they cannot understand. Drowned may command Tideborn to perform actions or feats in their name however should the Tideborn be put into Immediate Danger the grip a Drowned has upon their mind will weaken allowing them to flee or even strike back against their master. To maintain their control over a Tideborn they must feast upon at least one count of Brine bi-weekly. A Tideborn may be severed from their Enchanter should they be cleansed by that of a Paladin, or they meet death itself. Drowned are also capable of removing enthrallment via sapping out the Brine from an individual. Redlines: -Requires OOC consent. -Cannot be used to make characters force PK via suicide etcetera. -Cannot be used to FTB or engage in sexual conduct with their thralls. -No perverted s***.-Gives no magical powers to the Tideborn. -May be cleansed via paladin purging or character PK. -Tideborn gain no physical powers or advancements from this. -The mark upon their throat may not be hidden with magical means and must instead be covered with cloth etcetera. -Once removed from being a Tideborn their body returns to its normal physical features. -After two weeks of not consuming more Brine from their master, Tideborn are free from their enthrallment. Boil [1 Brine] [Combative] - Drowned may consume one count of Brine as they begin to heat it within their mouth. After channeling they may spew it onto an object or a person. Spoiler Mechanics - Requiring one emote of channeling and 2 emotes of casting, Drowned may spew searing hot water from their mouth in a directed current four blocks before them. Upon contact with flesh it would create 2nd degree burns before the water results in falling off swiftly to the ground below. This would last for a duration of two emotes. This stream is 1x4 meaning that it is a directed current. Redlines: -Will not kill instantly and would take multiple casts on the same location to do so. -On contact with flesh it creates second degree burns.-Does not go through small cracks in armor. -This projectile stops upon the surface that it strikes first.-There is no impact from this. -Requires three emotes, lasts for two. A Sea’s Calling [1 Brine] [Non-Combative/Combative] - Drowned may imbue an object with their Brine as it completely encompasses it. This is used to “rot” away at wooden and metal objects. Spoiler Mechanics - Drowned may spew their Brine onto a wooden or metal object in a 2x2 area. Once applied the magical water would begin to age the surface as if it were placed under water for a mere eternity. Should it be wood it would enter a state of tenderness that allows it to be pierced easily. When applied to metal it would rust it rendering any mechanical properties of it inept. This requires one emote of channeling and two emotes of casting. Upon casting the Drowned may spew an orb of brine onto an area five blocks before them. Once it impacts with a surface, in the next emote it will spread to the 2x2 radius around it where it will absorb into the material. This is only applied to the first object it hits, meaning that if you struck one’s helmet it would not spread 2x2 meters onto the rest of their armor.In non-combative settings the radius of this spell is set to 10x10 and may create a “Drowned” themed area with RO approval. Redlines: -When it comes to doors this replaces the mechanical /breakdown command. -When applied to armor it would render their dexterity and capability to move in half. -Damage on wood would be unrepairable and would need replacing. -Metal damage from this ability could be fixed with mundane methods however in regards to a weapon it would never be fully recovered. -This only affects ferrum and steel alloys. -This requires three emotes to perform and the damage is permanent until fixed mundanely. Death’s Embrace [2 Brine] [Combative] - During combat this ability is used to curse one with Brine. Should they perish, their body would explode in a violent splash spewing hot water in the nearby area. Spoiler Mechanics - Drowned are able to turn their brine into a projectile orb which may be launched at the flesh of any living being. This is first utilized by one emote of channeling and one emote of casting. Being able to be thrown a distance of 10 meters and stopping at anything that impacts it; should it come into contact with flesh it will absolve into their body where it begins to brew for the following five emotes. As it brews within their body they would feel a rise in temperature often generating sweat and uncomfortableness. Should a lethal wound be made onto the victim and they die, the brine will explode outwards in a 3x3 radius of boiling water. This water will create second degree burns on those who are hit with such. If the vessel is killed after the brewing period this ability will not follow through with its intentions. Redlines: -Does not harm or wound the vessel. -Does not disrupt casting or have an impact. It would be as if hit with a magical water balloon. -Travels at the speed of a thrown object from an elf. -Requires two emotes to perform, and lasts for a duration of five emotes. -May be performed on animals, descendents, lesser souls, event creatures or any being with living flesh. -Should the vessel explode and the water fall upon someone in the 3x3 radius it gives them immediate second degree burns. -The boiling water lasts for a duration of one emote. Abyssal Heart [5 Brine] [Non-Combative] - Creation spell of an Abyssal Heart Spoiler Mechanics - Drowned are capable of removing a descendant's heart and enchanting it with their Brine. Doing so “brings it to life” creating what is known as an Abyssal Heart. This heart will need to be placed back into the body of the descendent where it will then need to be fully submerged into water connecting to the Ocean.When placed back into the body of the Descendent it will ruminate for 7 OOC Days within the depths of the ocean where the Abyssal Heart will continue to draw in the remnants of Dresdrasil’s powers into the body of the to-be Drowned. It is here that the term “rebirth” comes into play as what once was a descendent was taken into the reckless path of the Aegundudaemons and their wicked games that they play. Reborn through the tide the descendent’s dead body finds itself to re-animate once more. A vessel of the Gods above, Drowned are left unknowing to their purpose, they often feel lost as they traverse the lands in their unholy flesh. Redlines: -Knowing this spell must be marked on the players respective CA. -When performed this grants no knowledge or remembrance of the event to the character transforming into a Drowned. -This may only be done on descendent races. -If the character is destroyed before their time is complete, it will kill them off, sending them to their respective respawn mechanics. Drainage [5 Brine] [Combative] - Two Drowned together are capable of removing the Abyssal Heart of another, but to also drain it permanently killing the character. Spoiler Mechanics - After completely restraining a Drowned, two drowned who know this ritual may expend half of their own powers momentarily and coat the victim in their brine. Over the course of 1 channeling and 4 casting, the Brine will eat away into the flesh of the victim before reaching the Abyssal Heart. Once it is reached, the Brine will coat the heart as it begins to remove all magical aspects that were once gifted to the character, as well as removing all remaining life force that it has. As Drowned are undead removing this life force will permanently PK the character with no capability to return. Redlines: -Can only be performed on other Drowned. -Must have RP reasoning to do so. -Must know this ability rply to perform. -Requires two Drowned to perform. -Hard PK’s the character. The Last Calling [10 Brine] [Non-Combative] - At stage 3, a Drowned can fully transform their character into one of the Shuul Subspecies forfeiting their character to the ST. Spoiler Mechanics - Once a Drowned gets to the final stage of their transformation they can fully send their body and mind into the ocean deep below. This is done by completely removing the Abyssal Heart from their body before setting it free into the Ocean. It is here that it will carry the newfound memories of the Drowned and will construct a new creature from them resembling that of a Shuul. Unlike other Shuul however, they gain power from ancient sorceries that resembled the powers of a Drowned and is dictated by the ST. This is performed with one emote of channeling and four emotes of casting. Redlines: -This forfeits the character forever and effectively “PK’s” them. -Requires 5 emotes to complete, lasts forever. In an effort to gain more knowledge or power from their Unknown creator Drowned may perform different “rites” or rituals together as an attempt to learn what they truly are. These rituals require more than one Drowned to complete and often require great strain and sacrifice from those performing it. Abyssal Creation [5 Brine Each] [Non-Combative/Combative] - Allows the creation of an altar that is used to enact the malevolent sorcery of the Drowned. Spoiler Mechanics - Requiring one Stage Three drowned and two Stage One Drowned or higher the Drowned are capable of turning a 5x5 to a 10x10 radius of water into a pitch black abyss. This requires the sacrifice of a descendent to complete as well as spilling a total of 15 brine into the pool of water. This will kill all forms of life within it devouring every ounce of life to create this Abyss. Sounds of whispers and foul thoughts would engulf the mind of those near it within a 20x20 radius. Prolonged exposure could even drive one to insanity. There would be no light nor reflection from this pool of water. Should more life forms be thrown into it, it will devour them completely, killing the character after three emotes of contact. This may be destroyed via holy magic such as paladinism. One Emote of Channeling, Four + Emotes of Casting Each. Redlines: -Requires a Stage 3 as well as two Stage 1+ Drowned to complete. -This will kill characters who fall or are thrown into it over a course of three emotes. -Any instance of holy magic will completely destroy this pool. -Requires an ST Signature at the location of it. -Has a 20x20 area that torments all even the Drowned who are exposed to it psychologically. -Requires 15 Brine total to create. -Psychological effects do not disrupt casting. Visions of the Unknown [2 Brine Each] [Non-Combative] - Utilizing an Abyssal Creation Drowned are able to receive a vague prophecy of the future. Spoiler Mechanics - At the discretion of the ST, Drowned may pour the entirety of two descendents worth of blood into an Abyssal Creation to reveal a prophecy among its surface. Meddling with the powers of the ancient creatures and beings before them, visions are often distorted and vague and can sometimes leave no immediate discretion or knowledge. This requires a total three Drowned to perform and requires a total of 6 Brine with at least two being Stage Three. One Emote of Channeling, Three + Emotes of Casting Each. Redlines: -This is solely up to the ST’s interpretation, but will likely revolve around the current workings of the Drowned performing the ability. -Requires 6 brine and two descendent bodies. -Requires an ST to perform. Dresdrasils Wrath [5 Brine Each] [Non-Combative] - Drowned are capable of encompassing an area surrounding an Abyssal Creation with remnants of sea-life as well as foul features. Spoiler Mechanics - Requiring three Drowned of any stage, they may call upon the currents of the ocean to flood an area around them. This creates a 50x50 radius around an Abyssal creation with PRO permission that conjures forth large pools of water, as well as multiple species of cursed sea-life. This sea-life would be monstrous and even unnatural to some. The smell of the area would smell of rotting flesh and saltwater and would ward off natural fauna from entering it such as forest animals, normal sea-life, etcetera. One Emote of Channeling, Three + Emotes of Casting Each. Redlines: -Requires PRO permission. -Provides no combative advantage. -Merely an aesthetic spell that allows unnatural sea life, such as an oceanic reef amidst a bog or a reef inside the depths of a cavern. -Sealife would not harm anyone and have no combative ability. Ocean Forge [1 Brine Each] [Non-Combative] - By submerging inanimate objects such as weapons or armor into an Abyssal Creation they will re-emerge coated in sea-life. Spoiler Mechanics - Any Drowned may approach the Abyssal Creation. Coating their object in one count of their Brine, they may submerge it into the watery depths for a duration of one emote meaning that this takes one emote of channeling and one emote of casting. Withdrawing their weapon they would find that abnormal sea-life now lives upon it as if it were alive. An example would be a coral covered sword, or a chestplate covered with thousands of fish eyes. Redlines: -This is an Aesthetic ability and transformation to objects. -This cannot be performed on deific objects. -This gives no new combative abilities to the object and does not remove its durability. -Requires player signature. -These items may be treated with alchemic craftworks. -This removed no properties of the object before and works with all things aside from deific objects. As Drowned continue to draw upon their powers they are susceptible to corruption and progression of their symptoms. This is broken apart into three stages with each stage transforming their character further and further to resemble a creature of the sea. However the more of a creature they become the more of their humanity that they begin to lose. Each stage results in more sea-life and creatures forming upon their body. This may replenish damage done to their body as they become a molding of flesh made up of different creatures and life forms. Stage One - 1 OOC MonthDuring the first stage of being a Drowned they resemble their descendent form the most. Their eyes will be a white hue and their hair and flesh would be rendered pale. As for their body it may have slight wounding, punctures, and gore that hangs off of it. Small barnacles and coral life would cover parts of the body very scarcely. In this stage they will still maintain some sense of their past life, however their thoughts will soon succumb to the powers that drive them.Stage Two - 2.5 OOC MonthsIn the second stage their form becomes more worn. Their descendent body will continue to deteriorate into their state of undeath. However, more coral and sea life would begin to inhabit them. Coral would grow larger and their flesh would continue to rot away. Bones become more exposed and would appear as half skeleton, half descendent. In this stage their mentality begins to worsen. Drowned often forget their names, their past lives that they lived, those who used to be close to them and etcetera. Nearing the ocean or water connected to it would be the only remedy to these fears almost as if they were finding a new “home” within the many walls of their mind.Stage Three - 5 OOC MonthsThe last stage, stage three is where the Drowned’s descendent form is nearly unrecognizable. They become creatures of sea-life and bone with very scarce descendent resemblance. What little undead flesh remains gathers around the Abyssal Heart and the face of the Drowned. Harmless tentacles and other sea-life would grow from their body. In regard to their mental state they would lose all traces that they were even a descendent at all. They would often argue that they were born from the sea and have no remembrance of their past life. They may develop extremely negative emotions. Like stage two, nearing the sea would “tame” these mental strains as now the Drowned recognize the Ocean as their one true homeland. Spoiler Redlines:-Stage progression physiology is only an aesthetic and serves no purpose in combat. -When physical wounding is required to enact an ability they may do so upon the sea life that grows on them. -Going through each stage allows for characters to replenish wounds by supplementing the damage with sea life. -Sealife does not grant any combative advantage and will still result in Drowned having a humanoid form and structure. (Think SFX makeup!) Spoiler Redlines: -Drowned requires a valid CA to play.-Self inflicted death results in a PK. (Suicide)-After 10 weeks of not refilling Brine, Drowned are susceptible to an LT enforced PK. -All abilities must be taught in roleplay. -Drowned are highly susceptible to holy magic and cause a burning pain when interacted with. -Drowned do not gain strength from alchemy, magic, etc. -Drowned may not be FTB’ed with nor have children. (They are dead sorry necrophiles)-Becoming a Drowned removes all currently active magic slots aside from blood magic. -Their genus is their Brine.-Drowned may not learn magic aside from blood magic. -Drowned are immensely susceptible to frost based attacks and areas. -Drowned are susceptible to rapid changes in temperature such as extreme heat as well as extreme cold as their body is made of water. -Drowned are Undead. Avacyn Lore Part Twohttps://www.lordofthecraft.net/forums/topic/159706-shelvedmagic-dark-thallassos/Avacyn Lore Part Twohttps://www.lordofthecraft.net/forums/topic/169275-shelvedmagic-thallassos-addition-the-drowned/?tab=comments#comment-1597733Aesopian Lorehttps://www.lordofthecraft.net/forums/topic/144684-the-untouched-the-first-drowned/?tab=comments#comment-1360968Shuul Lorehttps://www.lordofthecraft.net/forums/topic/185027-%E2%9C%93-event-race-lore-shuul/?tab=comments#comment-1728198Dresdrasil Lorehttps://www.lordofthecraft.net/forums/topic/155190-the-old-ones-daemons/?tab=comments#comment-1466759Squak Lore Submission https://www.lordofthecraft.net/forums/topic/190777-%E2%9C%97-magic-lore-thallassos/?tab=comments#comment-1767546 Purpose: The purpose of writing this lore piece was because I “came up with” the idea of doing a water based drowned creature however to no avail it seems many others have done this very same lore piece. After reaching out to squak (as he was the last lore submission regarding Thallassos and Drowned) to make sure he didn’t care I crafted up my invisions alongside what many others have come up with in prior submissions. A massive thank you to the lore pieces listed above and to people I bounced ideas off of!Writer : Qizu 32 Link to post Share on other sites More sharing options...
Guzr 2049 Share Posted June 10, 2022 +1 Love Qizu lore Love the concept 5 Link to post Share on other sites More sharing options...
TreeSmoothie 4908 Share Posted June 10, 2022 Qizu out here churning out lore, absolutely terrifying and magnificent +1 2 Link to post Share on other sites More sharing options...
flexMate 328 Share Posted June 10, 2022 Cant wait for Cthulhu rp! Great lore Qizu. +1 2 Link to post Share on other sites More sharing options...
kindEmperor 1025 Share Posted June 10, 2022 bruh anotha 1? +1 1 Link to post Share on other sites More sharing options...
Wizzar 481 Share Posted June 10, 2022 Love it +1 2 Link to post Share on other sites More sharing options...
Jentos 6885 Share Posted June 10, 2022 replaced brine with cum and call these the cummed 16 Link to post Share on other sites More sharing options...
ToddTheArchitect 187 Share Posted June 10, 2022 (edited) ocean man +1 Edited June 10, 2022 by Big_Flopppa Link to post Share on other sites More sharing options...
MeteorDragon 2834 Share Posted June 10, 2022 4 Link to post Share on other sites More sharing options...
Aesopian 1125 Share Posted June 10, 2022 Oh yes that thing I wrote 6 years ago I do like sea monsters 3 Link to post Share on other sites More sharing options...
Werew0lf 12024 Share Posted June 10, 2022 22 minutes ago, Aesopian said: Oh yes that thing I wrote 6 years ago I do like sea monsters Oh my god???? That thing YOU wrote 6 years ago????? Wait, YOU wrote it?!!!!!!!!!!!!!!!!!!!!!!!!!@Qizunow its deffo not getting accepted 4 Link to post Share on other sites More sharing options...
Traveller 2208 Share Posted June 10, 2022 1 hour ago, Jentos said: replaced brine with cum and call these the cummed 3 Link to post Share on other sites More sharing options...
Pancho 2540 Share Posted June 10, 2022 Love this, easy +1 Quick question though, how do these Fr es tires react to ahzl since they are undead? Link to post Share on other sites More sharing options...
Jentos 6885 Share Posted June 10, 2022 10 minutes ago, Traveller said: they use cum to cast spells 5 Link to post Share on other sites More sharing options...
satinkira 5945 Share Posted June 10, 2022 1 Link to post Share on other sites More sharing options...
Recommended Posts