Werew0lf 12024 Rep Farm Share Posted April 14, 2023 ORIGIN The captain, a grizzled old man with a salt-and-pepper beard, howled orders from on top of the deck. As crewmen scrambled to follow the demands, the roaring storm barked louder and overtook his words. Sown by harshened ropes, a net captured hundreds of flayed haddocks, blighted by a venomous miasma. Waves pounded the starboard of the small fishing vessel like a thousand beating drums, chipping away at fragments of flimsy wooden panels washed ashore in the heat of the burning ocean. The pattering of rain slithered over the crew men's skin like acne, popping and bursting their flesh. Instantly, the ragged old-captain ran into the frontier of the ship and down a small latch, as his crew-men above were left to be consumed by the eviscerating storm. Broiled by fear through sweat, and encumbered by his own piddle between his legs, the captain stood. He noticed the tranquillity of the bright storm, illuminating the sky layered in shades of deep grey. With a final survey of the area, he came to notice: all of his crew-men were gone. Clubbed puckers of a wide tentacle strangled the boat, drawn at its farthest end. The legendary behemoth of the deep-sea, a creature born of the nightmares of Dresdrasil, one of fearsome repute yet not seen as anything but a figment of folklore. Its eyes were deep and rooted by unblinking light, besmirched of sea-weed and coil. “C. . - closer…” “Burbling. . in the depths. .” His eyes were illuminated by a shade of turquoise, as tendrils succumbed around his body like a child within a cradle. Ah! Worthy is the captain of the tide, blessed in the cavernous temples of the ocean mother. To be embraced by the love of Dresdrasil, goddess of the deep-sea, parent to all creatures dark and horrendous in the eternal maw of water. To be loved by the mistress of waves. THE OCEAN MOTHER Thallassos is sourced by the potent force of the ocean mother, an Old One by the name of Dresdrasil who roams the coastal expanse of the cosmos. She lavishes her gifts of power by means of ‘brine’, as later explained, and roots corruption into the hearts of descendants to muscle them into a state of metamorphosis. Those first to receive the gift of Thallassos, from Dresdrasil herself, act as mentors to spread her sea-treacherous influence to others deemed capable and worthy of the deep-sea. It is completed by a potent ritual that is gruesome and vile, yet those who come out are different - taking on the appearance of different vertebrates and sea-dwellers. Inherently considered a dark-power due to feeding into corruption of the soul, those who fall into the tendrils of Thallassos are not of pure-evil. Each befits a purpose of their own, either to languish in their power, or to live in seclusion. This makes them susceptible to aurum and other methods of detection. Upon learning this marine-esque sorcery, they are unable to lose the power of Thallassos, and cannot learn anything aside from it - their souls, now known as the Pelagia, unable to hold other powers. Spoiler ‒ Thallassos is a five-slot dark-magic. ‒ Thallassos makes users incapable of learning feats that are not knowledge-based or redlined to stop dark-magics. ‒ Thallassos is considered a deific dark-magic, being sourced from Dresdrasil. ‒ Thallassos is incompatible with other magics. ‒ Thallassos will be afflicted with excruciating pain when in touch with aurum and other aurum-esque materials. ‒ A user of Thallassos cannot FTB whilst afflicted by it at any stage. KEY TERMS Brine - A sea-esque miasma known as brine, replacing the fundamental term for ‘mana’, which actively generates overtime in their blood. It makes the blood take on shades of blue, green or turquoise. Brine regenerates over the course of (1) OOC day. Pelagia - A state of corruption upon the soul which occurs overtime from usage of brine. It explains why those who use thallassos cannot partake in other magics. Tidesage - A name to classify users of thallassos. It is the blanket term for the lore-piece and is not enforced by lore. Drowned - A name to classify semi-undead descendant users of brine that serve the Thallassos. Please look below for more information. Shoal - A name to classify a group of thallassos users. It is the blanket term for the lore-piece and is not enforced by lore. Dresdrasil - An old god, patron of Yyr, who was known for the creation of sea-monsters that currently ravage the world. She is the main source of thallassos. CREATION Ritual Those tutored in time to be chosen as the ocean's habitants, known as the Tidesage, eventually undergo a gruesome ritual where one begins metamorphosis. First, an existing user of thallassos who understands the ritual of creation will find a plot of land or a structure filled with enough water to submerge a descendant. One must begin to channel their brine into the existing waters, polluting it with a verdant, blue or turquoise glow. Eventually, the chosen must be straddled into lurid water and drowned to suffocation. Upon arising from the waters, the chosen will be filled with brine to the point of pelagia in which their soul alters overtime. The user will begin to find small signs of alterations that grow overtime. ‒ This ritual is closed-knowledge to existing users of thallassos with a written and approved teacher-application, who learned the ritual in-roleplay. ‒ Those transformed must be listed in the teacher's existing application until reaching the last stage. ‒ Please look below at the tier-system for appearances. STAGE ONE - Metamorphosis - A tidesage will begin to manifest changes over their bodies, usually of a chosen aquatic vertebrate. For example, one may notice the slow appearance of gills, and patches of scales, or loss of hair. In this stage, most appearance changes are very minimal - it can be one of many sea-esque aesthetics. Mentality - A tidesage will begin to suffer from signs of depression, insomnia and isolation-dependency when on land. However, this is quite small and builds up overtime. They will begin to detach from social conventions, but it may not be immediately noticed. These mental indifferences seem to vanish when in the presence of coasts, in water, and doused with other sea-esque interactions. Pelagia - A tidesage has been newly corrupted; a slow process of brine spreading across the soul and their blood. Brine - A stage-one tidesage is capable of using five units of brine. Spoiler ‒ The aesthetic must be sea-esque, but at this stage, it is quite minimal and scarcely noticeable. At this current time, the aesthetic provides no advantage. ‒ The mentality is up to the user, but should surround a negative correspondence when on land. ‒ If a magic allows the user(s) to be cleansed of corruption, they may be reverted to a descendant and lose their magic. ‒ It takes (1) week to get to stage 2. STAGE TWO - Metamorphosis - A tidesage will begin to manifest more drastic changes over their bodies, with the increase of scales or slime, and the appearance of their chosen aquatic becoming clear. For example, their gills and fins are more apparent and open, or the bone-structure of their faces has begun to shift and change. Mentality - A tidesage will begin to suffer from more significant signs of depression, insomnia and isolation-dependency when on land. They will begin to detach from social conventions, and people will start to notice. These mental indifferences seem to vanish when in the presence of coasts, in water, and doused with other sea-esque interactions. Pelagia - A tidesage has been rooted by corruption, infesting half of their soul. Brine - A stage-two tidesage is capable of using ten units of brine. Spoiler ‒ The aesthetic must be sea-esque, and can take more apparent changes. For example, their jaws might spread to allow ease of access for tentacles that have yet to appear (if taking on the appearance of an octopus, jelly-fish, and so on), or the apparent change of skin-hue with fish-esque scales, fins and gills. At this current time, the aesthetic provides no advantage. ‒ The mentality is up to the user, but should surround a negative correspondence when on land. ‒ If a magic allows the user(s) to be cleansed of corruption, they may be reverted to a descendant and lose their magic. However, it will require two user(s) of the magic to do so. ‒ It takes (1) week to get to stage-3. STAGE THREE - Metamorphosis - A tidesage will finish their state of metamorphosis. Their appearance will no longer resemble a descendant, but that of an aquatic vertebrate. For example, one may have the head of a fish, with puckered lips and honed-eyes, whereas another may bear the head of a large octopus with tentacles escaping their jaw, lashing pulps and burbling water. Mentality - A tidesage will begin to suffer from more significant signs of depression, insomnia and isolation-dependency when on land. Their detachment from social convention will now fall into communication with sea-dwellers. These mental indifferences seem to vanish when in the presence of coasts, in water, and doused with other sea-esque interactions. Pelagia - A tidesage has been fully rooted in corruption and it has taken over their soul, altering it with an ichorous sea-like substance. Brine - A tier-three tidesage is capable of using fifteen units of brine. Lifespan - A tier-three tidesage has morphed to the point of no longer being considered a descendant, with their life-span being set to 200. Spoiler ‒ The aesthetic must be sea-esque, and has taken full changes. It becomes inherently clear in face and body that they are no longer descendants. Either adorning the scalp of an aquatic creature, or their limbs seem to be replaced by crab-like shells. It must fit a specific type of aquatic creature, i.e. one cannot have an octopus-head with crab-like claws on their hand. ‒ The aesthetic provides no combative advantage. ‒ The only advantage that can now be used in combat is their ability to breathe underwater. They can still walk and breathe on land. ‒ The lifespan of a tidesage restarts at (0), reborn as a creature of Dresdrasil, and may live up to 200. Once reaching the age of 200, they are forced to PK. ‒ The mentality is up to the user, but should surround a negative correspondence when on land. ‒ A tidesage can no longer be cured. Weaknesses Redlines The transformation into a user of Thallassos comes with many boons, yet at the same time, the drastic change into one begins to cause numerous alterations to their soul - becoming more susceptible to holy-magics and sources that would not harm them as much before. Spoiler ‒ Thallassos users cannot FTB at any point or stage in time. They also cannot have children. ‒ Thallassos users are weak to sources of light and fire. Light will be an active deterrent and they will attempt to get away from it, but it does not cause actual harm outside of inflicting pain to their eyes. On the other hand, fire will be twice as effective against a user of Thallassos (i.e. if a descendant gets 1st degree burns, a user of thallassos may get 2nd degree burns). ‒ Thallassos users are weak to spells related to holy-magics, i.e. paladins, and templars. Spells that harm darkspawn will also harm them if listed in their lore to do so. ‒ Thallassos users have dietary requirements of sea-cuisine (i.e. raw fish, sea-weed and so on). If they are fed on-land cooked meats, it will cause them to violently puke. ‒ Thallassos users are weak to areas prone with high temperatures, such as the desert. After (4) OOC hours in a region with high temperature, they will become feral and attempt to head towards the nearest coast or source of water. However, this does not apply whilst in (deep-dive) form as it keeps them refreshed in this non-evaporating brine-liquid appearance. ‒ Thallassos users are weak to areas prone to low temperatures, such as ice glaciers, snowy mountain-tops or a strong winter. This causes them to have a (+1) on an emote-count. Revival Mechanics Once reaching stage-three of thallassos, the method of revival for the user is different. Upon dying, the body of the thallassos user will bubble and turn into a pile of glowing, disgusting brine - leaving only their old attire and items on the soil. The brine will begin to retreat towards the direction of an open-body of water. After (24) hours, the brine will return into the water, and begin to coalesce to reform the body of the thallassos user. Spoiler ‒ This revival mechanic only matters to stage-three users of thallassos. Other users of thallassos will simply die and respawn via cloud-temple, as they are still considered descendants. ‒ After dying, the stage-three user of thallassos will splatter and melt into a pool of brine - this must be emoted properly (i.e. verdant, turquoise or blue ichorous liquid glowing). The clothes and items will be left on the scene. ‒ The stage-three user of thallassos will reappear in an open body of water, fully regenerated (if they do not wish to keep their scars). If they were not asked to d20, they can have their items go with them. ‒ A stage-three user of thallassos cannot use their abilities for (24) OOC hours, or perform rituals. EXPLANATION Brine Brine is an ichorous, sea-esque miasma that replaces the fundamental usage of ‘mana’ by normal descendants; it is bent and manipulated to create spells or cast rituals in a certain proximity. Brine flows through the genus of a user of thallassos and will also inherently corrupt their soul, warping it under the tight grasp of Dresdrasil. Usually, excess brine is shed from the body as a gluttonous turquoise, green or blue glowing fluid that escapes the pores. A prominent tell for someone using brine is their flesh appearing as if it’s burning or glowing - and brine is also the reason a normal descendant transforms to look akin to a hideous sea-creature. BRINE SUMMONS Philios Philios are creatures raised from the depths of the sea, normally taking on a humanoid characteristic similar to the tidesage. However, a philios is much larger in size and can be commanded by the tidesage for their purpose. A philios can take on the appearance of a variety of humanoid fishes: fish-heads, shark-heads, octopus-heads, and so on. They cannot arm themselves with shields, armour or mortal armaments but have large claws, pincers and tentacles to replace this. Intelligence - The summon is capable of speech and will react appropriately to danger. Strength - Philios have olog strength, but have human-flesh durability. Weakness- Philios are weak to aurum and weapons with similar properties. Speed - Due to their size, they are as slow as ologs. Size - Philios can be as tall as eight to nine feet in height. Genus - Philios have 4 units of genus. When commanding a philios, a tidesage will be incapable of using their other abilities outside of giving actions to their wretched creatures. Spoiler ‒ The appearance of the summon must remain simple. It can be a creature wildly angler with great canines and claws, with a fish-esque head. They cannot have numerous arms or limbs to offer advantages. Their claws are sharp enough to pierce flesh and rend through iron-armour – but not with ease. ‒ The summoned Philios cannot wear armour, nor is it capable of carrying a weapon. ‒ A tidesage can only summon (1) Philios as will be detailed below. Upon the death of the Philios, the ritual must be completed again to create it. ‒ Using a summon means a tidesage can only focus on using the summon in question. ‒ If a philios is not emoted to be with the tidesage in combat already, they cannot be summoned. Philios Summoning - [5 units of brine] [4 emotes] [Non-Combat] A tidesage must enter a large aquatic body, normally a sea or an ocean, and begin to spread five units of brine over it. Upon success in calling out towards the summon, the philios will appear out of glowing turquoise, blue or verdant hues permeating from the water. Spoiler ‒ This takes (5) units of brine. ‒ This takes (4) emotes to complete. ‒ This ritual has a cooldown of (1) OOC week after the death of the summon. ‒ The user may only summon (1) Philios. ‒ The appearance of the Philios must be represented via an item signed by the story-team to ensure the user is not powergaming and adding more onto the Philios. Once the Philios is dead, the item must be scrapped. Spoiler [1] Bob stares out towards the ocean expanse, as tentacles lashed out from his octopus-esque head, puckering violently. His wet beady eyes fixate into the water, as a verdant-like substance begins to escape his slime-besmirched hand. [2] The ichorous sea-like miasma undulates into the ocean, and causes it to glow with a bright verdant glow. [3] Slowly, the water begins to burble, and waves begin to crash over the verdant glow. Bob cackles, his puckers splotching ink from his maw. [4] A large silhouette trudges out of the water, covered in sea-weed and moss, bearing the scalp of a great carp - its maw ingested by canines, and its hands replaced by sharp pincer-like claws. Philios Command - [2 units of brine] [2 emote] [Combat] A tidesage will channel brine into the philios, forcing it to become subservient and to better command tactics. All commands are vocalised in a burble, gnap or popping sound akin to fish. During this time, a tidesage may still move around freely. Spoiler ‒ This takes (2) units of brine per combat encounter. After (2) brine has been used to initiate commanding in combat, the other commands do not use up any brine. ‒ This takes (1) emote to prepare commanding the philios, and then takes only (1) emote each time to command it after preparation has already been completed. ‒ A tidesage may not use other abilities outside of those listed with ‘Philios’ in the name. ‒ A tidesage can still move around whilst offering commands. Similar to necromancy, the creature acts as a summon. ‒ A tidesage must be in #RP distance of the philios to command it. The Philios will go inert if the tidesage is not in the #rp distance proximity. (i.e. you can't say “go fight” and run off, letting it fight). ‒ A tidesage cannot command a philios if: their mouth is restricted and the philios is not in clear sight of them. Spoiler [1] Bob extends a hand out towards his Philios, that ventures towards his flank. A turquoise-like substance gushes out, its entrails beginning to surge into the summon. Instantly, the wet beady eyes of the Philios burn a bright green, as its head yaps and flails in anguish - before growing subservient to its master. [2] Bob gnaps his maw, as the sound of popping and burbling water resonates out. “Punch!”, he commanded. The Philios brought its claw into a clench, and hooked it out towards the paladins with brute-strength. Philios Forfeiture - [2 units of brine] [2 emote] [Combat] A tidesage must claw into their polluted flesh to extract two units of brine, dousing the philios with such to wilfully disrupt the essence within it. Upon success in ‘drowning’ the summon’s innards, the philios frantically erupts in sea-like gore, leaving a brine-rich corpse behind and lightly burning the closest victims. Spoiler ‒ This takes (2) units of brine and can only be used once per encounter. ‒ This takes (1) emote to create an injury on oneself, and then takes only (1) emote to forfeit (kill) the philios and make its body violently explode. ‒ The philios dies after completing this spell, requiring a tidesage to summon another. ‒ Upon death, the eruption of the philios cannot harm anyone other than lightly burning through cloth and skin. ‒ The brine-rich remains can only be repurposed for the spells Tidemaking, Entanglement, and Dread. Only one of these may be cast after this spell has been used. ‒ A tidesage can still move around whilst forfeiting their summon. ‒ A tidesage must be in #RP distance of the philios to forfeit it. Spoiler [1] Bob extends a gnarly claw towards his own flesh, ripping into his trawled-flesh. A verdant glow begins to seep out, and is doused onto the Philios in question. Slowly, it begins to seep into the pores of the summon with visceral tendrils. [2] Bob clenches his fist, causing the brine-rich summon to burble and gag. Instantly, the Philios explodes into a mess of gore and brine, causing those in the proximity of the explosion to feel a burn upon their flesh. Tidemaking - [1 units of brine] [2 emote] [Combat] A tidesage will exert minimal brine into the corpse, triggering the residual essence cradling within to detonate and loosen an impressive tide. Barriers, blockades, or even cages may take form in this powerful torrent–as long as they are no larger than (8) blocks tall and (5) blocks wide. Spoiler ‒ This takes (1) units of brine and can only be used after forfeiting one’s philios. ‒ This takes (1) emote to sacrifice a unit of brine, and then only takes (1) to disturb the residual brine inside the deceased philios, instantly summoning a tide (barrier, blockade, or cage). ‒ A tidesage may either create a barrier wherever the corpse, a blockade to cover pathways such as the opening of a cave, or cages precisely around the corpse to encase whoever is in range. ‒ The brine-rich tide can only be destroyed through fire in five emotes, turning somewhat elastic when struck with physical armaments to repel the said. Holy sorceries may also disturb the tide by cleansing it in four emotes while magical flames (Voidal, Dragonsflame) achieve the same goal in three emotes. Spoiler [1] Bob extends a hand out towards the forfeited philios, expelling a wave of brine in its direction. The brine-rich corpse reacts to this unseen shockwave by having its decrepit and mangled flesh bubble, pop, and explode. [2] Bob clicks his teeth. This small gesture caused the deceased summon to completely liquify and erupt into a viscous tide of brine–taking the shape and exerting the purpose willed by the tidesage, such as expanding across the opening of a cavern and quickly hardening to impede passage. Entanglement - [3 units of brine] [3 emote] [Combat] A tidesage will channel enough brine into the corpse, engorging its residual essence to burst out in grotesque, sea-like veins that latch on the closest victim. Upon success in binding the target, the appendages pull inward for two emotes, immobilising them for this duration. At the end of the spell, the victim finds their body to be poisoned with corruption and malformations. Spoiler ‒ This takes (3) units of brine and can only be used after forfeiting one’s philios. ‒ This takes (2) emotes to extract one’s brine and force it into the deceased philios, and then only takes (1) emote for the residual brine to take form and burst out in sea-like veins. –Only one target can be entangled at a time. The sea-like veins may latch onto whatever part of the victim’s body like an arm or leg, and they can only extend up to five blocks away. ‒ If any item on the victim’s persona is on fire, it will be snuffed out by deep-sea corruption. ‒ Nephilim caught in this spell are syphoned from (1) unit of Dragonsflame if immobilised for the complete duration of the ability. ‒ Victims are immobilised for (2) emotes after the casting of this spell, unable to break free without external help (involving sharpened tools like knives). ‒ Victims struck by this spell are corrupted, having their body grow bulbous warts and barnacles that stiffens movement (while unaffecting combat). This can only be cured through homoeopathy treatment. Spoiler [1] Bob plunges his fist into the side of his torso–the ribcage–from where brine was extracted in a viscous, oozy form. The deep-sea essence brimmed with sickly green light, pulsating and beating like a heart. [2] Bob condenses the extracted brine, fusing it into one singular blob that he then forced into the deceased philios–overwhelming the corpse with enough energy for sea-like veins to form from the remains. [3] Bob smacked his chest, causing the brine-wrought veins to erupt from the dead summon and wrap themselves around the nearest chosen victim. Mere touch with these corrupted tendrils brought malformations upon one’s skin and immediately upon being grasped, the victim felt as they were forcibly pulled into the corpse. Dread - [2 units of brine] [2 emote] [Combat] A tidesage will infuse the corpse’s residual essence with additional brine, forcing it into the ground. Upon success in drowning the area with deep-sea corruption, it begins to display ensembles not unlike those found on a tide sage's body or sea-dwelling creatures. Victims found within the cursed land are encumbered with visions of the ocean’s depths, inhibiting focus. Spoiler ‒ This takes (2) units of brine and can only be used after forfeiting one’s philios. ‒ This takes (1) emote to infuse the necessary units of brine into the deceased philios, and then only takes (1) emote to force the residual brine into the ground, immediately cursing the area in deep-sea corruption. ‒ Dread can affect as many victims as the cursed area can fit. Victims found within have their focus reduced, unable to call upon any magical connection for as long as they stay inside the spell’s influence. ‒ Dread lasts for five emotes, after which the area returns to normal. Spoiler [1] Bob regurgitated a large bout of viscous brine, letting the corrupted essence flow through his fingers and down into the felled summon. It began to crack and pop like brewing bubbles, spattering sea-like gore in small amounts all around. [2] Bob squealed, causing the spattered sea-green gore to brim with sickening light and corruption–oozing purulence emerging from up to five blocks around the area where the philios had been killed. Victims found within or stepping inside were induced with frightening visions of the ocean’s depths, feeling the crushing weight of its waters as focus and magical connections was completely inhibited. BRINE MANIPULATION Spells Brine manipulation is a collective of spells used by those under the heraldry of Dresdrasil as full-fledged Thallassos users. This must be taught over time by a progressive teacher who explains each spell, how to manipulate the brine, and how to focus it into different spells. Unlike the drowned, users of Thallassos have a higher capacity and capability with brine. Deep Dive - [2 units of brine] [2 emote] [Non-Combat] A tidesage is born with ease to coarse the deep-sea, taking after their old god and ocean mother. This affinity can translate to common day use if and when a tidesage conveys a direct tether with the brine found within them, discombobulating their body as it liquifies into a darkened pool of water over the ground. Spoiler ‒ This takes (2) units of brine and can only be used outside of combat. If engaged into combat, a tidesage immediately reverts to their physical form in the same emote as their attack or defence. ‒ This takes (1) emote to establish a tether with the brine inside them, and then takes (1) emote to agitate it and liquify the tidesage’s body in return. ‒ Philios summons may accompany tidesages while in this form, though may likewise be unable to engage into combat until reverted back to physical form. ‒ In this form, a tidesage perceives the world from under the pool of water that their body had just turned into–like they were submerged deep in it. They may watch, hear, and even touch, though smell and taste becomes null. ‒ In this form, a tidesage moves quite fluidly. The pool of water that their body had just turned into is capable of transporting itself great distances very swiftly and rather unnoticed, seeping through cracks in wood and stone to avoid being seen. This does not imply that the tidesage cannot be discovered in this form. ‒ The purpose of this ability is to allow a tidesage to infiltrate and interact with descendants in a rather subtle approach, as disguising is not possible. Compare it to a phantom’s invisibility. Spoiler EMOTE EXAMPLES WIP - BEING DONE FOR GUIDE [1] Bob [2] Bob Transmutation - [3 units of brine] [2 emote] [Combat] A tidesage will enroot another tether with the brine churning within them, forcing it to seep into and through every vein in the body. Upon succeeding in completely drenching their bloodstream with this deep-sea essence, the next attack–melee or ranged–will fail to land, swinging right through like water. Spoiler ‒ This takes (3) units of brine per combat encounter. ‒ This takes (1) emote to establish a tether with one’s inner brine, and then takes another (1) emote to let this brine transform the body into a viscous essence. ‒ In this form, a tidesage can evade the next turn of attacks (melee or ranged), weapons and bolts slashing through their body without dealing harm. If no attacks are delivered within (2) emotes, they are reverted back to their physical self. ‒ Magical attacks of any kind will land on a tidesage despite the casting of Transmutation. Spoiler EMOTE EXAMPLES WIP - BEING DONE FOR GUIDE [1] Bob [2] Bob Echoes of the Deep - [1/3/5 units of brine] [1/2/3 emote] [Non-Combat] A tidesage is one of many creatures birthed in thanks to an old god’s avarice–the ocean mother–and thus all seem to belong to the same shoal. It is their right to seize the same putrid brine that dwells in them, and to then use it as a means for exerting sheer will over another creature of the vast sea. All who attempt to perform this ability must follow these regulations: [1 units of brine - 1 emote] - Creatures from giant clams to crabs, squids, jellyfishes, and other small-sized fishes can be communicated with, with ease. Commands may vary from simple orders to regroup or scatter. [3 units of brine - 2 emote] - Creatures from dolphins to sharks and large squids and octopus, and other medium-sized fishes can be communicated with, with slight ease. Commands may vary from vague orders to appear or leave, or allow a tidesage to mount them not unlike a steed. [5 units of brine - 3 emote] - Creatures from whales to giant squids, and other large-sized fishes can be communicated with, with a bit of difficulty. Commands are not possible and a tidesage can only transmit emotions, such as letting a deep-sea monster aware of their intentions to either harm or defend it. Spoiler ‒ This takes (1), (3), or (5) units of brine depending on which threshold is used. ‒ This takes (1), (2), or (3) emotes to complete depending on which threshold is used, consisting in a tidesage coalescing brine at the throat to make their next words known and loud to the targeted sea creature. ‒ A tidesage can only attempt to communicate with a sea creature while not engaged in combat, to the exception of event encounters whereat the host will decide whether the ability can be used, or if it succeeds. ‒ Creatures that are communicated with cannot be ordered around like they were pets or sentient service. They may not be commanded to attack, defend, or interfere with combat in any way. ‒ Creatures that are communicated with will never answer coherently as the mere presence of a tidesage unsettles their being, to the exception of event encounters whereat the host will decide what the sea creature replies. Spoiler EMOTE EXAMPLES WIP - BEING DONE FOR GUIDE [1] Bob [1] Bob [2] Bob [1] Bob [2] Bob [3] Bob The Sea Takes - [3 units of brine] [4 emote] [Combat] A tidesage will channel their brine for nefarious purposes such as extracting all of the liquid contained inside their victim, pulling it forth as bouts of water, vomit, and bile. During this time, the tidesage may not move, lest the spell will break. All victims affected by this ability have their effects worsen depending on the tidesage’s stage as follows: [Stage One] - The victim begins to profusely sweat in most parts of their body such as armpits or behind the legs, as well as uncontrollably drooling from the mouth. [Stage Two] - The victim experiences the same effects from the previous stage, now also having their eyes, noses, and ears expel body liquid the same way their own mouth has been drooling. [Stage Three] - The victim experiences the same effects from the previous stage but with higher severity, violently exuding water from every orifice in their face and through the skin as sweat. Spoiler ‒ This takes (3) units of brine per combat encounter and may not be used more than once on the same victim. ‒ This takes (1) emote to extract brine from oneself, and another (1) emote to channel it to take the shape of an angler’s rusty chain. From this point, the tidesage cannot move and must continue to refine the brine chain in another (1), to then latch it onto their chosen victim in another (1) final emote. ‒ Once the brine chain has latched on a victim no farther than (15) blocks away, said victim will immediately suffer the effects of the ability–the severity of such varying on the tidesage’s stage. ‒ Only one victim can be affected by this ability and this is by no means lethal. It will simply leave the target disoriented for the next (2) emotes at Stage Two and for (3) emotes at Stage Three, as well as severely dehydrated. Effects are mostly aesthetic and incapable of affecting combat at Stage One. Spoiler EMOTE EXAMPLES WIP - BEING DONE FOR GUIDE [1] Bob [2] Bob [3] Bob [4] Bob Augury - [1 units of brine] [2 emote] [Non-Combat] Tidesages are tormented by the deafening voices and sounds of the sea’s depths. With malice, these laments from deep under the ocean can be harnessed through manipulated brine. This allows a tidesage to recreate these cries and attribute them with a supernatural sense of chord within their own throat. All sorts of poisoning melodies that a tidesage may sing with these profane noises are as follows: [Epoulos] - A melody and chord which invokes a dreadful feeling of paranoia, forcing one to believe that whatever crowd they are in is dangerous–falling under the delusion that someone or something is out to get them. This may condition individuals to scatter and disband crowds, sounding not unlike an eerie lullaby made from heavy and distant clicks, whistles, and pulsed calls similar to a blue whale’s own. [Katra] - A melody and chord which invokes desperate fear, making one feel as if the crushing weight from the ocean were affecting their body. This may condition individuals to stop and be somewhat paralyzed, lost in a trance of dark thoughts and extreme anxiety, sounding not unlike multiplied voices in which a tidesage spoke, brash and heavy upon hearing while also guttural and gravelled. [Kano] - A melody and chord which steals any inkling of courage and makes one feel as if they are rapidly ageing, while others such as undead forcibly sense like they are prey to some impending threat. Deific users ultimately feel abandoned by their respective deities and/or spirits. This song sounds rather mundane with the exception that any nearby philios summons and sea creatures will bubble, growl, and chitter in unison. [Polemus] - A melody and chord which invokes a feeling of enchantment and bewilderment, forcing one to hear and sense an uneven, rough storm within themselves which was focused upon luring and perseverance. This may condition individuals to drift away from their current tasks and move towards the nearest body of water, preferably the sea, sounding like an errant voice able to take up almost multiple timings, in which it could form songs from. Spoiler ‒ This takes (1) units of brine and can only be used outside of combat. If engaged in combat, the song immediately stops in the same emote as a tidesage’s attack or defence. ‒ This takes (2) emotes to complete, consisting in a tidesage channelling a minimal amount of brine into their throat to begin singing different chords. ‒ A tidesage is able to use Augury while in deep-dive form or underwater, every song transmitting quite clearly. ‒ Augury may have more aesthetic effects beyond those listed, having no combative, forceful, or beneficial effect. ‒ Augury’s effects force nothing upon those who hear, meaning one cannot be forced to be paralyzed by fear or completely enthralled/entranced. ‒ A tidesage may not use this ability if they do not have the ability to speak or hum. Spoiler EMOTE EXAMPLES WIP - BEING DONE FOR GUIDE [1] Bob [2] Bob [2] Bob [2] Bob [2] Bob Call of the Siren - [6 units of brine] [5 emote] [Combat] A tidesage will poison a nearby body of water with several units of brine, disturbing the waters contained inside to then form some hectic tendril over time. Upon succeeding in forming the large tendril, it may either slam or swing at a chosen location or victim. Spoiler ‒ This takes (6) units per combat encounter and may only be used on a body of water as big as five blocks in every direction, or bigger. ‒ This takes (2) emotes to corrupt the body of water with the necessary brine, and then another (1) emote to begin disturbing the water. It then takes (1) emote to form the tendril, and then another (1) emote it to either make it slam or swing at a chosen target. ‒ The large tendril can only slam or swing at a chosen target, location or victim, if it is within a range of five blocks. ‒ A tidesage must be in #q distance of the tendril to control it accurately. ‒ The large tendril may break through gates, rubble, or any other mundane obstacle no larger than five blocks in height or width. It may slam against a victim and render them unconscious, or swing at up to three different victims to push them back (4) meters with a few broken bones. ‒ After slamming or swinging at a chosen target, the large tendril dissolves and the body of water returns to normal. Spoiler EMOTE EXAMPLES WIP - BEING DONE FOR GUIDE [1] Bob [2] Bob [3] Bob [4] Bob [5] Bob Resonance - [3/6 units of brine] [4/5 emote] [Non-Combat] A tidesage will churn numerous units of brine at the mouth to regurgitate them as a high-pitched sound that resonates deeply off every wall, though is by no means deafening or painful. Upon succeeding in releasing this sonar wave, the potential depth of whatever structure lies ahead is revealed–if there are objects or individuals that move during the casting of this ability, their presence will be vaguely noticed. Spoiler ‒ This takes (3) initial units of brine and can only be used outside of combat. If engaged in combat, the sonar wave suddenly stops. ‒ This takes (4) initial emotes to complete, consisting in a tidesage concentrating enough units of brine at the mouth before releasing them as a sonar wave to find any hidden passage or the complete infrastructure of a building. ‒ If the chosen building is bigger than a two-story window, a tidesage must spend a total of (6) units of brine, and (5) total emotes to complete the ability. ‒ Objects or individuals moving inside a building that is being resonated will never be fully revealed–a tidesage will only be aware of some presence within the structure. In events, this ability may relay detailed information of either objects or individuals depending on what the host wishes to reveal. ‒ Resonance cannot be used to metagame the location of individuals or important lore structures. It can only offer an inaccurate depiction of a building’s infrastructure, at best revealing hidden passages. ‒ Resonance cannot find hidden passages that operate on redstone mechanisms unless these have already been found mechanically. Spoiler EMOTE EXAMPLES WIP - BEING DONE FOR GUIDE [1] Bob [2] Bob [3] Bob [4] Bob [5] (Additional) Bob Lament of the Deep - [4 units of brine] [2 emote] [Combat] One of the ocean mother’s last gifts is the ability for a tidesage to unleash a nefarious form under their current aquatic husk, transmuting the said into an aberrant beast not unlike those found in the depths of the deep-sea. In this grotesque form, an immobilised and/or willing victim in grave state will be executed in a gruesome fashion–the tidesage’s monstrous body growing a prickly maw to shred and devour the victim. Spoiler ‒ This takes (4) units of brine per combat and may only be used if the victim grants OOC consent, assuming they are either severely wounded or incapacitated. ‒ This takes (1) emote to channel brine into unleashing a tidesage’s ‘true’ form, and then takes another (1) emote to devour the chosen victim. ‒ Dying to this spell does not enforce a PK on the victim. ‒ Other aesthetic approaches may be taken as long as the main theme of the ability is taken into consideration. Spoiler EMOTE EXAMPLES WIP - BEING DONE FOR GUIDE [1] Bob [2] Bob THE DROWNED Origin While some people claimed by the tyranny of the sea are blessed with ancient sorceries, others succumb to misfortune. As the grey-bearded captain left his crewmen to die above the hulk, it was not death that only awaited them. The rolling clouds above them heavily poured down rain, and the winds swept each from tattered oaken planks wayfaring across the ocean. Surely, death would fall upon them all but what is a captain without his crew? Anguish cradled in the eyes of every pirate, each yielding to a bitter darkness that suppressed their notion of mortal-hood beneath the deep-sea; surrendering will and soul to what some assumed to be the Caretaker or even devils far from this plane–these speculations led nowhere. Dresdrasil had collected these lost wayfarers and while the ocean was not kind to strangers, her divine intervention forced all to feel the crushing pressure of the god’s waters upon their torn bodies. Skin was scarred with sea-weed and wrinkles of purulence, oozing verdant and black from porous wounds; a sickening glow surged from deep within their bodily husks–one that sought to consume them and spread. In the end, the sweet bliss of death failed to lay its grasp upon the crew but at what cost? “This story is about mistakes. Mistakes made by all those who turn their ears away from the warnings of the sea and thus suffer the consequences.” CHARACTERISTICS Physiology A drowned is considered an undead creature in terms of interaction with other lore submissions such as aurum and/or holy magics for instance, and they are born by virtue of the ocean mother–Dresdrasil. The body of a drowned is transformed whenever their surrender to the ocean’s unforgiving waters takes place, meaning that once an individual has either been forcibly or accidentally killed via drowning, they will be eligible to receive the old-god’s curse. This transformation leaves a drowned’s body rather grim, features like eyes, hair, and skin appearing extremely pale and lifeless–almost rotten with several chunks of flesh oozing sea-green and black purulence. Upon their ‘rebirth’, a drowned feels as if their previous self has been completely erased–losing that inkling of mortal-hood and emotional intelligence that once distinguished them. However this ‘void’ of feelings is replaced by an energising sensation brought by the brine coursing their veins, restoring their strength up to their original racial peak. While somewhat physically strong, a drowned’s muscle structure and endurance decreases as more brine is either spent or lost–for this corrupting essence is what powers them as a whole. This energy also renders their body’s innards into a thick collection of viscous brine, constituting up to (10) units in total. A faint glow radiates from their vertebrae, following the same verdant, turquoise, and sickly green colour pattern–it often seeps out from airways, eyes, cuticles, and wounds. Spoiler ‒ Drowned are not undead and instead dark-adjacent deific beings just as tidesages (Thallassos users), however for means of interaction with other lores such as holy magics (templarism, paladinism, shamanism) and/or aurum-esq submissions they may be considered such. ‒ Drowned are incapable of FTBing and should not be romance-rping due to their undead nature. ‒ Drowned have the same weaknesses as tidesages in regards to light, fire, etc. ‒ Drowned cannot eat mortal foods and may only resort to sea-cuisine like tidesages, otherwise they will simply taste nothing and regurgitate it. ‒ Drowned are as strong as they originally were prior to their transformation. ‒ Drowned cannot learn any magics or feats that are not knowledge-based or redlined to stop dark magics and/or ca’s. ‒ A drowned’s inner glow cannot show through thick clothing, however it will be displayed on exposed flesh as it ripples through their bloodstream. Mentality A drowned’s mind is troubled and never at peace: while unknowingly bound in service to the ocean mother, insanity is prone to surface and overtake them–cruel and harsh thoughts regarding the traumatic experience of their death flowing in abundance. This inhibits a drowned from not only sleeping and feeling well-rested but also confront hallucinations and distressing visions of the deep-sea locking them, storing their existence away amidst turbulent waves of pungent brine. Despite being unable to recover physical energy either through sleep or rest, a drowned will never be exhausted to the point of incapacitation–brine forever powers their being and this exerts a great toll on their mind, turning them easily irritable and aggressive towards once-loved ones. While there is not an established goal for a drowned other than to spread their old-god’s avarice, her influence, and support fellow shoals of tidesages, all of them will be compelled to grow distant from friendships and/or relationships–losing the ability to experience core emotions such as joy, sadness, disgust, or fear. This inevitably leads a drowned to grow hermit-like, desperately seeking survival above all else–not because they may choose to but because they are biologically conditioned to do so. Spoiler ‒ The Drowned are prone to random visions of the event of their drowning, however faces, sounds and the build-up to said event are blurred or not seen. ‒ The Drowned are prone to hallucinations due to being incapable of sleep – a harsh side-effect of insomnia. ‒ The Drowned feel disconnected from the world; they come to see old-faces as indifferent with time, and may lose their strong emotional bonds to others: this includes affection or even hatred. ‒ The Drowned should roleplay a sense of paranoia when on-land, finding repose in the depths of the ocean. They suffer from trauma and their actions may bend in favour of personal safety due to having suffered death by the hands of the ocean – most likely not wishing to go through death twice. ‒ The Drowned are in a constant plight of irritation or rage from their unrest: this can come in the forms of menial sarcasm, or taking their anger out on someone or something. DROWNED ABILITIES Spells Due to – inherently – being awakened as creatures that fall under the remit of Dresdrasil, they share similar tendencies of their thallassos-creators. For that reason, the drowned are also able to use Echoes of the Deep. This ability allows them to communicate with sea-faring creatures (please refer to the above section in thallassos abilities). Sea Maiden - [Passive] [Combat] A drowned is encumbered by the gift of the deep-sea, brine consuming bones and skin to resemble the old-god’s deviance; scales replace flesh while gills and crooked fins sprout anywhere in the body. These physical mutations grant a drowned the ability to not only withstand mundane injuries that would otherwise incapacitate or kill most mortals, but also traverse the sea and its depths with ease, needing only to refresh themself with water every now and then while on land: [Scales] - Drowned may withstand as many blows as an orc would be able to receive despite one’s racial strength. This to say that humans, elves, or dwarves that have been returned as drowned will be capable of resisting as many attacks as an orc would before death, while being locked to their average strength. Orcs turned into drowned will have the same resilience as their past self. [Gills] - Drowned may withstand warm temperatures and be away from the ocean for a maximum of (3) OOC hours, needing to refresh themselves with water either through submerging or direct consumption. Ignoring this necessity would irritate the drowned to a point of extreme hostility, prompting them to lash out at whoever is near. [Fins] - Drowned may withstand the crushing weight of the sea’s depth, their fins despite appearing crooked being somewhat efficient in allowing them rapid travel through ocean waters. This is completely aesthetic and cannot offer any combative advantage in any capacity. Spoiler ‒ This is a passive ability that every drowned possesses. ‒ None of these mutations can be disguised other than through thick clothing, illusions and the like failing to cover said corruption. ‒ Scales will appear across the whole body, forcing a drowned to conceal their skin completely. Their faces may not possess as many for the sake of allowing social interactions. ‒ Scales simply make a drowned more resilient, meaning that one would have to deliver as many blows as it would take to kill an orc. This does not imply that drowned are stronger than their racial average or as strong as an orc. They are simply more resistant to pain and strikes. ‒ Gills will always be located on the upper section of a drowned’s body, commonly near the neck and shoulders. These allow drowned to breathe on land but they must be submerged or drenched in salt water every (3) OOC hours to avoid them dehydrating, and turning the drowned mad. ‒ If (3) OOC hours have passed since a drowned has refreshed themself, they will enter a (10) emote count by the end of which they will be feral, seeking to either bathe themselves in the blood of any nearby victim and/or flee to wherever the closest coast may be located. ‒ Fins will always be located on either upper or lower body limbs like arms and/or legs. In some cases they may also appear on the back or head. ‒ Fins are crooked, meaning that they may not be used as an extra appendage and/or tool in combat. However drowned may employ them aesthetically and entirely narratively to traverse the sea like a shoal of tidesages would. Spoiler [1] [Scales] Steve sent his fist out towards the adjacent enemy, and was met with the same ferocity. His body, besmirched in fish-esque scales, were now littered in puncture-wounds. An ichorous, verdant-hued liquid seeped out from the wounds; his durability was tough, exceeding that of any normal man – comparable to a great uruk. [1] [Gills] Steve wandered the scorching desert, far away from his coastal homeland. His pores heaved dry air, and his scales were splayed by specks of sand. The drowned kept his maw hung open; his tongue was white from dehydration. Veins began to appear upon his serpentine-eyes, red and burning, as Steve craved for the depths - feral burbles escaping his mouth as he ran towards the direction of the great blue ocean. [1] [Fins] Steve was at peace: the large ocean, filled with aquatic vertebrates shooting past him. His gills puffed and flared, as the drowned swam further into the depths of the ocean; a pitch-black fork of craggy underwater mountains, and whipping seaweed. Steve manoeuvred in the waters as if it was first instinct. Rearrangement - [1 units of brine] [2 emote] [Combat] A drowned will exacerbate the corruption contained by their body, distorting minimal amounts of brine within them to warp either an arm or leg into a sea-themed weapon of their choosing. These weapons are sickly green, holding an ensemble not unlike the one associated with the ocean mother and her deep-sea monsters. [Sword] - Drowned may warp one arm or leg with brine into an elongated blade, sharpened and made from what appeared to be glowing coral–verdant, turquoise, and black in colour. This alteration seemed to behave as a normal sword with the durability of gold, resisting up to (2) emotes of combative engagement before shattering. [Hammer] - Drowned may warp one arm or leg with brine into a heavy mace, pumping their limb with corruption as it bursts and expands in a fashion similar to a pufferfish–even growing spikes at the end. This alteration followed the same colour palette and seemed to behave as a normal blunt weapon with the durability of iron, resisting up to (3) emotes of combative engagement before shattering. [Shield] - Drowned may warp two arms or legs with brine into a large barrier, locking themselves in place while their limbs change into a durable shell–or giant clam–to fend off the next round of attacks. This alteration comes across as either a tortoise’s shell or a large clam, either following the same colour palette, and seemed to behave as a normal tower shield with the durability of steel, resisting up to (5) emotes of combative engagement before shattering. Spoiler ‒ This takes (1) units of brine per weapon and one may only warp the same limb once. This is to say that if an arm has been turned into a sword, after it has reverted and/or been shattered, a drowned will not be able to warp it again for the rest of the encounter. ‒ This takes (1) emote to reach out to the brine residing within oneself, and then takes another (1) emote to rearrange it and warp either an arm or leg. ‒ Weapons cannot be conjured whilst casting another ability, nor when they are being actively used. ‒ Swords cannot penetrate through plate armour but may pierce flesh. ‒ Hammers may heavily dent plate armour though are somewhat useless against chainmail. ‒ Shields cannot be penetrated by anything other than a bolt blasted by an arbalest. A drowned may not move while the shield is being actively used. ‒ These weapons can be dispelled in (1) emote unless they have been destroyed, which causes the drowned’s limbs to revert and fall limp for up to (2) emotes. Spoiler [1] Steve extended his right-arm out towards his foe. “Prepare to be mortally injured! Haryar! Pirate speech!” He declared, as verdant-hued miasma escaped the pores of his palm, and extended out towards his hand. The brine illuminated, reflecting upon the waters near them, and caused his flesh to bubble and change. [2] As the brine continued to change and shift his skin, its verdant-glow simmered in luminosity. There was no arm left now – Steve looked down at his appendage, now bearing the curvature of an elongated blade infested in coral and sea-weed. Angling - [3 units of brine] [3 emote] [Combat] A drowned will extract the deep-sea essence inside them, drawing it forth in a solidified form–crudely shaped as a prickly harpoon. If and when thrown at a chosen victim, the hardened brine will only perforate cloth and skin to lodge itself into the target’s body. Upon succeeding, this expelled brine is recalled and thus the victim is swiftly pulled into the drowned’s immediate range. Spoiler ‒ This takes (3) units of brine per combat encounter. ‒ This takes (1) emote to establish a tether with one’s inner brine, and then takes another (1) emote to launch the brine at an individual. It then takes another final (1) emote to immediately reclaim their brine and pull the target in front of them if hit. ‒ Drowned move half as fast during this ability and may not cast any other spell. ‒ The brine harpoon can only travel up to (15) blocks away from a drowned and it will only pull a struck victim up to (4) blocks towards the caster. ‒ If a struck victim has not clung into something nearby like a pole upon the third and last emote, they will be pulled–a pull from which they may not break free unless grabbed by another of average human strength. ‒ The brine harpoon leaves a (2) inches wide and deep wound after having pulled the victim, counting as a stab or laceration. A struck victim may also attempt to immediately remove the barbed harpoon before being pulled by forcefully pulling it from their body, instead provoking a (3) inches wide and deep wound afterwards. ‒ Plate armour cannot be penetrated through the harpoon. Spoiler [1] Steve looked out towards the adjacent man, his eyes looming over the foe. As brine seeps out from his brawny torso, it takes on a verdant glow – like wrapping vines and seaweed beneath his scales. Slowly, the ichorous liquid begins to wrap around the arm of the drowned. [2] The miasma’s stench filled the atmosphere, that of the deep-sea, it began to dreg and coalesce within the hand of Steve – now in the shape of a harpoon. His fingers kept sturdy upon its grasp, aiming it out towards the unarmoured foe. Upon heaving it out, the harpoon plunged itself into the left-leg of the victim. [3] With a firm clench of his fist, the harpoon instantly reeled itself backwards – as brine splattered and re-entered into the body of the drowned. The victim was forced towards Steve, pulled into his immediate range. Abundance - [Passive] [Non-Combat] A drowned’s body is enriched with brine, allowing them to not only withstand more blows than the average individual as outlined per their scales but also undo any harm brought upon them. This is done by submerging oneself in a large body of water, expelling the brine within to leak with the current and allow it to splash back. All type of wounds are categorised as follows: [Minor] - Injuries such as scraps, cuts, lacerations, gashes, or stabs can be healed by staying within a large body of water for up to (1) OOC hour. Mundane poisons can also be purged from a drowned in an additional (30) OOC minutes. [Major] - Injuries such as any type of burns and severed limbs can only be healed and/or recovered by staying within a large body of water up to (3) OOC hours. Magical injuries (like poisons or hexes) can also be healed in an additional (1) OOC hour. Spoiler ‒ This is a passive ability that every drowned possesses. ‒ Abundance will never trigger prior or during combat. It is an exclusive non-combat method of regenerating on one’s own without overly relying on other users of the group. ‒ Mortal injuries like a nearly severed head or a stabbed heart, or an almost-charred body, cannot be healed by this ability and to roleplay such would be powergaming. If and when in doubt, always contact the story team. ‒ Minor injuries are healed by the splashing water, filling them in with oozing brine before hardening shut. ‒ Major injuries like lost limbs are recovered by the splashing water, slowly forming the appendage back with viscous brine before completely solidifying. ‒ Mundane poisons can be things like azhl anemia or any other thing that may classify as such in the eyes of the story team (seek consultation if needed). ‒ Magical injuries can be things like a necromancer’s pestilence or a shamanic hex and/or any other thing that may classify as such in the eyes of the story team (seek consultation if needed). ‒ A drowned player is not obligated to actively roleplay the duration of each healing session and may instead be offline/playing a different character while their persona is completely recovered. Spoiler [1] Steve fled, leaving the battlefield in a hurry. His body had sustained major injuries–his left arm was torn from its cavity, severed through and through. There was only one thought in the drowned’s mind: survival. He took shelter in a cavern, one that hosted a sizable pond of dark murky water. Over time, the brine that resided within him leaked outside and merged with the current, agitating it as a new limb slowly formed where the previous had been lost. Boil - [3 units of brine] [3 emote] [Combat] A drowned will regurgitate brine at the throat, heating up within their gullet, before releasing it as a bubbling wave of corrupted and searing water. This spewn blast is extremely pungent and burns through cloth and skin easily, leaving second-degree burns on exposed flesh. However outside of combat and/or during events a drowned may opt to utilise this ability as a means to corrode wood, stone and similar materials like obstacles or gates. Spoiler ‒ This takes (3) units of brine per combat encounter. ‒ This takes (3) emotes to complete, consisting in a drowned coalescing brine at the throat before regurgitating it as a spewn blast of boiling-hot corrupted water at the chosen victim. ‒ A drowned may not move while channelling this ability, to the exception of non-combat and/or events settings if allowed. Destruction of things like buildings and/or gates within an owned region requires RO consent. ‒ When in doubt of what Boil can corrode through, consult the story team. However the ability’s limits are limited to wood and stone, and materials with a similar durability. ‒ Boil can travel up to (20) blocks away before dispersing in the air. ‒ Plate armour cannot be penetrated by this ability but it will be somewhat corroded and left brittle. Spoiler [1] Steve gargles violently, as if preparing to puke. A rush of brine swiftly redirects itself up his throat, noticeable by thick, coal-black veins and the silent bulbous glow beneath his skin. [2] Steam begins to roll out of his maw; the ichorous liquid starts burbling and bubbling within his throat, and begins to boil with noxious fumes escaping his nostrils. The eyes of Steve begin to water, leaking onto his trawl-scaled cheek. [3] A burning jet of boiling miasma escapes the maw of Steve, blasting the adjacent, unarmoured foe. It would begin to burn at the skin of his chosen victim, leaving a patch of dry, leathery skin – swollen up from the burn. Embrace of the Deep - [5 units of brine] [3 emote] [Non-Combat] A drowned is forever claimed by the avarice of an old-gold, of the ocean mother, and may opt to fulfil their innate purpose–to welcome the sea and carry its crushing influence–by giving up their mortal form and sentience as they know it. This action is irreversible as one is completely warped, engulfed by Dresdasil’s essence and turned into what most know as a Shuul. Spoiler ‒ This takes (5) units and can only be used outside of combat or during sea-based events. ‒ This takes (3) emotes to complete, consisting in a drowned submerging themself in a deep body of water and letting a large part of their inner brine to leak–consecutively transforming them into a shuul of any type. ‒ Performing this ability constitutes a (PK) whether it is used outside of combat or during sea-based events. Afterwards, the story team may be offered to make use of the drowned character–now shuul–for future events. However this is by no means mandatory and one may not demand the team to recycle their persona. Spoiler [1] Steve let out a guttural squeal, surrendering to the ocean’s unforgiving current. Wave after wave the drowned was drenched in salt water–brine leaked as viscous bouts as if spilling from a large wound. [2] While the brine inside Steve continued to escape from his body, the drowned’s mind was soon serenaded–his thoughts had been buried under the sea’s depths and an ocean of horror reached out in plea. [3] A divine voice was heard by Steve, or rather imagined by a delusion provoked by the sudden brine-loss. At this point, his body was completely submerged. The waters raged and plunged him deeply beneath; never to surface again, not as a mundane lackey but a revered child of the ocean mother–as a shuul. BRINE RITUALS Explanation Rituals are open to both users of thallassos and the drowned; a collective use of brine creating a large and long-lasting change, or to power a greater spell to accomplish their sea-faring goals. In most cases, rituals cannot be done alone and must be in a group: a designated site, a designated lead, and so on. All rituals listed below have a listed requirement before they can be completed: a number of people, a certain region, or a cooldown. Of course, rituals can be interfered with or broken during the process as redlined appropriately below. One user of thallassos is worth two drowned in a ritual for the sake of accuracy. Rite of Transportation [Aesthetic Ritual] Requirement - 5 users of thallassos (stage-3) or with alternative (drowned). Region - An area of large open water (ocean, sea). Emotes - 10 emotes. Brine - 20 units A tidesage shoal can enter an area of vast open water in order to initiate the rite of transportation. They must seep an excess of twenty-units of brine (split however between the users present); from the depths of the ocean, a great sea-monsters of Dresdrasil will answer their calling - to be used as a permanent alternative to ships. Spoiler ‒ This takes (20) units of brine, and can be split between the 5 users of thallassos. ‒ This takes (10) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity. ‒ This can only take place in the roleplay-range of a large body of water (ocean, seas). It will not work in rivers or small lakes. ‒ This ritual must be completed by either five users of thallassos at the last stage, or (x) amount of thallassos and (x) amount of drowned. ‒ As explained above, the rite of transportation causes a sea-monster to rise from the water to be used as a means of transportation. ‒ In other words, a group of thallassos-users can aesthetically utilise sea-monsters instead of ships. Of course, this does not grant them any advantage outside of having a sea-monster as a boat. ‒ A build is required to represent this, and the aesthetic of the sea-monster in question should be discussed with a lore manager beforehand. ‒ There is a cooldown of 2 OOC weeks before it can be re-attempted (should the sea-monster die) and this is applied to each participant. Rite of Flooding [Area Ritual] Requirement - 5 users of thallassos (stage-3) or with alternative (drowned). Ritual site built. Region - A region near open bodies of water. Emotes - 10 emotes. Brine - 20 units A tidesage shoal can enter an area of vast open water in order to initiate the rite of flooding. After seeping an excess of twenty-units of brine (split however between the users present), great tidal waves or a considerable tsunami will plunge ashore and drift towards a certain area, beginning to flood it over a span of 4 OOC days. Spoiler ‒ This takes (20) units of brine, and can be split between the 5 users of thallassos. ‒ This takes (10) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity. ‒ This can only occur in regions near open bodies of water. ‒ The ritual-site must have a visible tell (i.e. glowing with brine, with an ST signature to state where it has started). A ritual site does not have to be massive in size, and should fit the sea-aesthetic, i.e. a monolith infested in sea-weed. ‒ If this is being done towards a lair, settlement or nation, it requires PRO consent. ‒ The rite of flooding lasts for 4 OOC days, however if agreed upon, can last for longer or shorter. ‒ A region that has been flooded requires the appropriate text to state it when entering the region. Depending on the agreement with the nation, it could cause destruction of land or property for certain buildings or areas, and may have a mechanical representation of water. ‒ The rite of flooding can be dispelled via 3 T-5 holy mages upon the ritual site. Rite of Faith [Normal Ritual] Requirement - 2 users of thallassos (stage-3) or with alternative (drowned). Region - An area of large open water (ocean, sea). Emotes - 5 emotes. Brine - 8 units. A tidesage shoal can enter an area of vast open water in order to initiate the rite of faith. After undulating an excess of eight units of brine (split however between the users present), they will be offered a blessing of prophetic visions from the Ocean Mother, Dresdrasil. Spoiler ‒ This takes (8) units of brine, and can be split between the 2 users of thallassos. ‒ This takes (5) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity. ‒ This follows redlines of normal prophecies (via forum-post or otherwise). ‒ This can also be used for event purposes should Dresdrasil make deific intervention or wish to provide a vision. ‒ The prophecy or vision can be reflected in the water, or the user can fall into a state of comatose and dream of the vision. Rite of Corruption [Area Ritual] Requirement - 2 users of thallassos (stage-3) or with alternative (drowned). Region - A small area of water (4x4 - 15x15). Emotes - 3 emotes. Brine - 8 units. A tidesage shoal can enter a small area filled with water in order to initiate the rite of corruption. After sparing an excess of eight units of brine (split however between the users present), all sea-life in the specific pond (or equivalent water source) will begin to die, as a verdant, turquoise or blue glow permanently escapes the pool with odious fumes; significant tells such as bubbling will be seen. All who attempt to dip their body into the waters will see the following results:[1-2 emote] - A person with any body-part dipped in will begin to feel a significant rush of pain attempting to dissuade them from staying inside. [3-4 emote] - A person with any body-part dipped in will begin to see their skin bubble and pop, leaving them with 2nd degree burns. [5 emote] - A person with any body-part dipped in will begin to see their skin melt, beginning to show significant parts of bone. [6 emote] - A person will die, melting into the corrupted waters. If the rite of corruption is used on an existing and active paladin sunwell, nephilim drakeshrine, frost witch altar , the site will begin to fumigate a noxious verdant, turquoise or blue gas. The light of the sunwell will instantly vanish, and twines of brine will latch around the sunwell in its inert state. Spoiler ‒ This takes (8) units of brine, and can be split between the 2 users of thallassos. ‒ This takes (3) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity. ‒ There must be a story-team approved sign placed outside of the waters. It should also have a corresponding sign linking to the lore. ‒ This does not require PRO consent due to the insignificant size of the water-source. ‒ If the rite of corruption is used on a sunwell, a sign must be placed to show that it has been corrupted. Upon it being corrupted, the sunwell does not work until it is purged. If a sunwell is being used to create a large sunbreak (permanent light over an area), it will do the opposite and cause the area to be thrown into a permanent darkness until purged. ‒ If the rite of corruption is used upon a drakeshrine, a sign must be placed to show that it has been corrupted. Any nephilim who spawns from the drakeshrine will be reborn with full units of corruption. However, the drakeshrine may be returned to normal via a nephilim exerting dragonsflame on it. ‒ If the rite of corruption is used on a frost witch altar, the ice upon the altar will spread with thick, veiny black lines. This means that the altar can no longer be used for rituals and sabbaths. However, the frost witch altar may be returned to normal via a frost witch using resonance. ‒ The rite of corruption can be healed by druidic blight healing, paladin purging, or shamanic purging. Furthermore, any alchemical potions listed to be capable of purging corruption or blight from land may be used as this is not a powerful rite of corruption in comparison to necrotic or voidal blight / corruption. Rite of the Deep [Normal Ritual] Requirement - 5 users of thallassos (stage-3) or with alternative (drowned). Region - A lair-sized region in an open body of water. (lair rules) Emotes - 5 emotes. Brine - 20 units. A tidesage shoal may enter an open body of water and begin to coalesce twenty units of brine (split however between those present) into a standing obelisk. This obelisk must be represented via a build with a sign placed. All obelisks must be filled with (4) units of brine per (1) OOC week in order to keep it active and running. The obelisk provides the users of thallassos a way to create pockets of air in deep-sea to build great structures for lairs (so items placed inside of the building do not float away in the waters). People inside of the lair who are incapable of breathing underwater will be temporarily granted the ability to do so, until they escape the region. Spoiler ‒ This takes (20) units of brine, and can be split between the 5 users of thallassos. ‒ This takes (5) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity. ‒ This can be completed after the acceptance of a lair. ‒ This ability allows for users of thallassos to make structures under the water (such as a city) to be used by them. It also allows for other non-thallassos users to visit it without drowning. An unlimited amount of conduits (block) can be provided to build this. ‒ The obelisk must be represented in the build with a clear story-team approved sign. ‒ The obelisk requires (4) units of brine per (1) OOC week to keep it running. This must be logged in a document if requested by the story-team for proof. ‒ The obelisk is as durable as stone and can be broken. If the obelisk is broken, non-users of thallassos will no longer be capable of breathing under water in the region of the lair, and certain small objects will begin to drift afloat. However, the main structure will keep standing. Rite of Drowning [Creation Ritual] Requirement - 2 users of thallassos (stage-3). Region - A closed body of water. Emotes - 5+ emotes. Brine - 10 units. Users of Thallassos can create a lesser variant of creature in the name of Dresdrasil - the Drowned. Drowned are created through two tidesages coming together and submerging the body of a recently perished descendant into a closed body of water. After doing so, they must channel their brine into the body of water in which it will replace most of their body’s matter and serve as their new “life force.” Spoiler ‒ The body of water must be large enough to submerge the descendant in question. ‒ This requires OOC consent.. ‒This requires an accepted CA after the roleplay has occurred. ‒The body must be intact. If the body lacks an arm or leg, the drowned in question will be awakened without it. Rite of Ascension [Creature Ritual] Requirement - 3 users of thallassos (stage-3). Region - An open body of water. Emotes - 5 emotes. Brine - 15 units. A drowned must enter a body of water in the presence of a tidesage shoal. After entering, the tidesage shoal must exude an excess of fifteen brine units (split however between those present) into the waters, soaking into a murky verdant, turquoise or blue hue. The drowned must then be forcefully plunged into the waters filled with brine; the thickness of the brine causes the drowned to - ironically - drown once again, filling their body and veins with even more brine than they had before. Upon doing so, the drowned will be no more and begin transformation into a user of thallassos. Spoiler ‒ This takes (15) units of brine, and can be split between the 3 users of thallassos. ‒ This takes (5) emotes to cast but the ritual aesthetic is free-form as long as the brine tells are utilised in some capacity. ‒ The drowned in question must then apply on the forums for the Thallassos CA. ‒ The drowned must follow the normal lore above for progression, losing their old drowned boons. ‒ This cannot be reversed after it is completed. The drowned must provide OOC consent to ascend (i.e. they can’t be forced to become a full thallassos tidesage). Rite of Forging [Creation Ritual] Requirement - any users of thallassos (stage-3). Region - An open body of water. Emotes - any emotes Brine - 10 minimum units. A tidesage shoal may come together in order to create an artefact related to brine: weapons, sea-creature, or a specific new type of philios. However, it must stay within the specifics of brine and cannot intermingle with other sorceries. Spoiler ‒ This allows users of thallassos to create MArt(s). ‒ All MArt(s) must follow the theme of Thallassos. It is not compatible with other magics. ‒ This follows the same cooldown time as normal MArt(s). We have been writing this lore for (2-3) months on slow-time after speaking to the Hawk. It's been a passion project for us, mainly due to the chances that next map has a deeper ocean and more detailed biome to support this. Any feedback is welcomed. Credits: Co-Writer - Werew0lf Co-Writer - VictoriaMinaj Co-Writer - Qizu Consultation - xx_Bloodstalk_xx Consultation - Gamma_Byte Consultation - Panashea 112 Link to post Share on other sites More sharing options...
DISCOLIQUID 1963 Share Posted April 14, 2023 Woah! 4 Link to post Share on other sites More sharing options...
Xx_BloodStalk_xX 2123 Share Posted April 14, 2023 Very good concept, hope it's accepted 5 Link to post Share on other sites More sharing options...
The King Of The Moon 5124 Share Posted April 14, 2023 (make me into Davy Jones) 7 Link to post Share on other sites More sharing options...
creamynoteblock 2426 Share Posted April 14, 2023 ZAMN! 2 Link to post Share on other sites More sharing options...
Qizu 4038 Share Posted April 14, 2023 Blub blub 3 Link to post Share on other sites More sharing options...
Pancho 2536 Share Posted April 14, 2023 Very nice magic, unique in almost every sense. Would love to see it on the server. 8 Link to post Share on other sites More sharing options...
Spoopy_Duck 1500 Share Posted April 14, 2023 Looks amazing! Would make me interested in playing a CA. 8 Link to post Share on other sites More sharing options...
milksoda 719 Share Posted April 14, 2023 fish peepul..........yea! 5 Link to post Share on other sites More sharing options...
Songwitch 1440 Share Posted April 14, 2023 delicious 3 Link to post Share on other sites More sharing options...
AnimeWolf0080 1493 Share Posted April 14, 2023 Looking forward to the read! 4 Link to post Share on other sites More sharing options...
amongus 339 Share Posted April 14, 2023 love the concept yay! 3 Link to post Share on other sites More sharing options...
ThatFunkyBunch 2066 Share Posted April 14, 2023 I remember seeing an early version of this re-write in its Google doc form. And will be giving it a proper read once off of work. Though the piece itself gives a unquie depth to existing dark magics and if implemented properly will give a lovecraftian kick to the server that dark magics before it failed to do. I'm glad to see it posted. awo 6 Link to post Share on other sites More sharing options...
Mirvam 311 Share Posted April 14, 2023 HELL YEAHHH!! I LOVE FISH PEOPLE!!! Jokes aside, this is genuinely creative, I'd love to see it on the server.+1 6 Link to post Share on other sites More sharing options...
Qctho 173 Share Posted April 14, 2023 Elves on their way to become undead tentacled abominations solely so that they can be the quirkiest at the next wedding: 11 Link to post Share on other sites More sharing options...
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