Child Neglecter 2138 Popular Post Share Posted May 16, 2023 Spoiler In the far oaken canopies, the slobbering drawl of the Vargyr hunts over a blanket of stars. Birthed from blood and vile sacrifices, the son of the Wretch of Laria wandered - a beast-man known only in folklore, or spoken as campfire tales. Written in cursive by illuminators and scribes: besmirched by fur, dragging sharp canines, and feasting on the viscera of torn descendants. As children are damned with nightmares of the werbeast, it lurks not only in thickets of their mind, but also upon their soil; a fiend amongst men, wolfing on gorged mortal flesh. The full Origin lore can be found here: [Origin Lore] Birth of the Wretch. It is recommended to first read the Origin before reading this lore, for the full experience. The Wretch of Laria, in his quest to resurrect his son, uncovered an antediluvian form of Blood Magic that formed the foundation of his rituals. But in his desperate attempt to cheat death, he committed the ultimate sin of all Blood Mages - attempting to bring the dead back to life. The monstrous abomination he unleashed was deeply profane and twisted, corrupting the very lifeforce of all descendants, known as Genus, into Mallach. The result was a mutated, cancerous form of Genus that gave birth to the eldritch and wild nature of the Vargyr, as well as the plagues and diseases that plagued those who came into contact with Mallach, whether through blood or other bodily fluids.This malignant form of Genus, known as Mallach, completely replaced the original Genus in all Vargs, condemning them to an accursed existence. Their flesh became perverted, warping into their true form - that of a beast. Those bearing the Wretch's Sigil exist in a constant state of torment, forever imbued with Mallach and existing in a profane state of half-Genus, half-Mallach. And while their soul has yet to merge metaphysically with Mallach, the effects upon the soul are catastrophic; verily, the corrupting nature of Mallach causes tortuous effects upon the Sigilled listed within “The Wretch’s Sigil” section. Spoiler Mallach, due to its deviant nature, exists entirely in a different state to Genus, and as such Vargs and Sigilled cannot utilise Blood Magic. As well as this, due to the volatility of its nature, it bars Vargyr and Sigilled from acquiring any form of magic, dark, holy or voidal. Mallach, due to its vile nature, entirely rids the body of the Vargr and the Sigilled of any form of Mana whatsoever, preventing them from utilising magics that would require mana in any shape or form. Due to the volatility of Mallach, the morphology of Vargyr and Sigilled is twisted in such a way, to varying degrees, that the presence of Mallach bars the outside influence of other energies, both holy and dark in nature. As a result of Mallach entirely replacing Genus within a Varg’s body, Blood Magic cannot be utilised against them, because no Genus exists to be manipulated and controlled. However, as Sigilled retain much of their Genus, this does not apply to them, and they can still have Blood Magic used against them. In the process of becoming a Vargyr, upon undergoing the Creation Ritual, one’s very soul becomes intertwined with the manifestation of Mallach that lies present within the body, and therefore the soul exists both metaphysically and physically within the body of the Vargyr. This explains the regeneration process of Vargyr, as a fraction of the soul is present in every part of the body itself, allowing Mallach to reform parts of the body that would typically be unable to be brought back. Vargs cannot use Blood Magic, nor can they acquire any magic at all, whether dark, holy/deific, or Voidal in nature. This also bars them from using Housemagery or Kani. Blood Magic cannot be utilised against Vargyr, as they bear no genus. However, as Sigilled still bear most of their genus, it can be used just as effectively against them as anyone else. Vargyr have souls, but the soul doesn’t exist separately from the body in a metaphysical state. Instead, it has been combined with all of the Mallach present in their body (upon being transformed via the Creation Ritual) irreversibly. The process of becoming a Vargyr is irreversible as a result, and any attempts to purge oneself of the curse would be entirely unsuccessful. When utilised for rituals, Mallach-containing blood may be liable to combust, its volatility causing it to be set aflame. However, this cannot be used for any combative purpose, and is purely aesthetic. The Physiology of the Vargyr mirrors the inherent dichotomy that defines them, a tool that serves their purpose to deceive and infiltrate the masses of men, appearing as a harmless lamb in wolf's clothing. In their human guise, they lack any distinguishing marks that would betray their true nature, hiding their innate doom beneath a veneer of humanity. Spoiler In their human form, the Vargyr looks identical to the normal man, with few differences capable of being differentiated between the two. These are: Rapid Hair Growth: Vargyr grow hair on their scalp, their face, and their body rapidly in comparison to descendants, and this is one of their most defining features. However, this can be curbed by maintaining a strict regimen of hygiene and maintenance upon one’s body, though if a Vargyr were to neglect this they would easily grow extremely long beards, manes of hair and large amounts of bodily hair. Bodily Odours: Once again, similar to the growth of hair being rapid, unless avoided by maintaining a strict hygiene regimen, Vargyr rapidly gain a foul-smelling stench akin to bad BO if they do not clean themselves as regularly as possible. Mild Sickness: Vargyr can bear any one of numerous symptoms of general, mild illness, generally akin to the common cold. This can include sneezing, coughing, the yellowing of the eyes or skin, or mild skin paleness. This does not bear any significant impact upon the general day-to-day life of the Varg themselves, but can be noticed in all cases. All of these distinguishing symptoms can easily be mistaken for general illness or an immunocompromised state, and thus cannot be utilised to provide evidence for one being a Vargyr. This information is not publicly known, and must be gained through experience in roleplay, otherwise it can be considered meta-gaming. Within the human form, due to their immortality, Vargyr bear agelessness that makes them appear to not change significantly in age in any shape or form. Within their bestial form, due to the size of their teeth and canines, as well as their durability, they are unable to speak in any understandable way, aside from when they utilise Mimicry, being reduced to roars, shouts and cries. A Vargyr is equivalent in weight to an Uruk, no matter the age of the Varg. Upon reaching 12 OOC months of age, a Vargyr may begin to grow half-formed, gnarled appendages. These appendages may include: Wing stumps that rise from their scapula. Antlers or horns that rest at the side of their head. Growths of elongated, external ribs along the external sides of their chest cavity, pointing inward toward the sternum. All of these appendages solely exist as aesthetic additions to a Vargyr’s form in order to indicate that they are an Elder Vargyr. These appendages do not provide any extra benefit both in attacking or defence, nor do they add to the Varg’s natural armour and are easily broken, unlike the bones that make up the Varg’s natural armour. Vargyr of any age may bear slight aesthetic physical differences between each other, such as the colour of their hide, the colour of their eyes, et cetera - however, these physical differences provide no benefit, and exist solely for aesthetic purposes. The hunger of Vargyr, that scourge of the north, is a hunger that cannot be sated, a rapacious appetite that drives them beyond all mortal limits. They consume flesh in quantities that would make even the most feral beasts recoil, yet still they crave more, eternally. This hunger is intertwined with the twisted tasks that have become enmeshed with their very identity, woven deep into the fabric of their false faiths and broken cultures. They cling to these rituals, seeking to ward off the damnation that they know awaits them, even as their curse takes hold and the abyss looms ever closer. The Vargyr are cursed, bound to their insatiable hunger for flesh, with a primal urge to transform in the presence of death. They are drawn to the freshly slain, the blood and gore acting as a siren's call, a cacophony of whispers that rouse the curse within them. Even the eldest and most seasoned of Vargyr find it challenging to resist the pull of the battlefield, with its mounds of lifeless bodies and rivers of blood. Yet, while they are compelled to transform in the midst of death, they are equally repulsed by the old dead, a reminder of the futility of their cursed existence. Spoiler The ever-constant starvation of Vargyr can be explained by their lack of a digestive system. Whilst in bestail form, Vargyr bear a heart, but they do not possess a respiratory system, a digestive system, a reproductive system or an excretory system in any shape or form. Instead, upon entering the body of a Vargr, the Mallach present within the Vargr’s flesh will immediately attack the flesh itself and convert the flesh into energy that serves to maintain the malignant and cancerous nature of the Mallach, allowing a Vargr to continue to regenerate. The feast of a Vargyr entails consuming one full descendant body, which must be freshly slain. Old bodies that have been deceased for longer than 1 OOC day will no longer be appealing in any shape or form to Vargyr, and no longer hold any value in terms of satiating their hunger whatsoever. Vargyr who attempt to feast upon the old dead will feel incredibly ill, as a result, and will not be satisfied nor will they achieve a replete state. There exists two forms of state within the Vargyr Physiology, this being the replete state and the emaciated state. Replete State: Within the replete state, a Vargyr has full access to both forms of regeneration, active and passive, as well as appearing normal, as previously described, aside from the few differential symptoms that are typical of Vargyr in their human form. As well as this, within their human form, in the replete state, they bear the strength of a middle-aged individual. Upon consuming 1 freshly slain individual, a Varg will enter this state for 3 OOC weeks, after which they will enter the emaciated state. Emaciated State: A Vargyr automatically enters the emaciated state (depending upon the number of individuals they have consumed) once the time allowed for within the replete state comes to a close. Within this state, a Vargyr will no longer have access to their active regeneration. As well as this, they will no longer be capable of regenerating minor injuries, and these injuries will remain scabbed but still capable of reopening. Alongside this, all major and severe injuries will take significantly longer to heal. Within the emaciated state, all major injuries will take 3 OOC days to heal until they have become minor injuries. After they have become minor injuries, they will heal no further. All severe injuries will take 1 OOC week to become major injuries, and will thereon take 3 more OOC days until they have become minor injuries. A Vargyr within the emaciated state will begin to age rapidly, until they appear elderly, and this will take place over the process of 2-3 OOC weeks, depending upon the age that they appeared when they first became a Vargyr. As well as this, their strength will begin to be sapped from their body in their human form, and they will begin to exhibit the strength of an elderly individual after 2 OOC weeks, with their strength slowly degrading over the duration of the 2 OOC weeks. Clarification: Middle aged = 50s. Elderly = 80s. If a Vargyr exists within the Emaciated State for 4 OOC months without feasting, they will no longer bear the strength necessary to be able to sustain themselves properly, and as such will immediately enter the temporary PK state, requiring revival or feeding from another individual before they can return to the mortal coil. Within this temporary PKd state, the Vargyr is still capable of being fed by another individual for a period of 2 OOC weeks. If this does not occur, their physical body will degrade to the point of ash, and as such they will require revival from thereon in order to be returned from death. If an emaciated temporarily PKd Vargyr has been revived, and not fed, they will re-enter the emaciated state, and as such will be required to feast upon flesh before returning to their replete state. Vargyr who enter the temporary PK state in this fashion must have it listed upon their CA application that they have entered the temporary PK state via starvation. Abhorrent Apportion: In order for a singular Vargyr to achieve a replete state, typically, they must consume 1 full descendant body, freshly slain, allowing them a replete state totalling 3 OOC weeks. A selfish action. However, were a Vargyr to bring before their kinsmen this very same body, they would be able to partake of the abhorrent apportion, a ritual borne of one’s selflessness toward their brethren, wherein the limbs of the sacrificial lamb can be divided betwixt the four repugnant beasts and they may share their hunt. Within the Abhorrent Apportion, 4 Vargyr will be able to be satisfied by 1 sacrificial, freshly slain body, each one achieving a replete state that would last 2 OOC weeks, alongside a chosen one amongst the four being able to consume the Vocal Cords in order to acquire a voice for utilisation in Mimicry. This ritual must be completed within 1 OOC day of the slaying of the victim, after which the body will no longer be fit for consumption by any one of them. The unyielding grip of Mallach imbues the Vargyr's physical form with an immortality that is forever bound to the mortal coil, and denies them any respite in the afterlife. The malignancy of Mallach has fused with their very essence, infusing their soul throughout their body, granting life to every inch, even if torn asunder. This leaves the Vargyr irrevocably tied to the earth, trapped in a state of half-life and half-death, unable to escape the grasp of their malevolent master. Spoiler Upon death, Vargyr enter a state of temporary PK, wherein they cannot be played as characters unless they have been fed descendant flesh to recover by another individual (if they have been injured to where they cannot hunt for themselves), or if completely destroyed, the use of the Revival Ritual is necessitated. If not revived, they continue to exist in this state of temporary PK indefinitely until revived. All Vargyr are under this Mandatory PK Clause and must follow it. Clarification: Vargyr will not remember any of the events leading up to their death were they to enter the temporary PK state, and will not recall anything from then on, nor can these memories be brought back by something such as Doetistic Liturgy. Whilst in this temporarily PKd state, the Vargyr is in constant agony, unable to be combatted, feeling akin to as though they were aflame for the duration of the “half-death”, and they would experience a time dilation that would make 1 OOC day passing feel as though 1 in-roleplay year had passed for the Vargyr. The effects of this must be roleplayed after being returned via Revival or Sovereign Rebirth. Vargyr never truly die, but suffer endless pain whilst not being able to be played. If a Vargyr were to attempt to commit seppuku upon themselves, and be successful, they would immediately and irreversibly PK, unable to be revived whatsoever. Any form of severed appendage typically utilised in order to revive them would immediately collapse into ash, as well as their physical form itself turning into ash that would scatter amongst the wind. A Vargyr attempting to commit suicide may, however, find it extremely difficult to accomplish the aforesaid task; their passive regeneration will combat any of their attempts by swiftly scabbing any wounds, and as such it would be very difficult to commit suicide; they would have to find a unique and effective method in order to accomplish such. Any Varg that successfully commits suicide will remain within the state of endless agony, but would not be able to be revived from thereon forth. Sovereign Rebirth: Any Vargyr that has entered the temporary PK state after being murdered in roleplay and has not yet been revived following 4 OOC months will enter a period of time of 1 OOC week where they may return from death in an autonomous fashion. They will not be revived by another Vargyr, in this case, and will instead return from death by their own means. For this to be valid, they must message an LT Member showing them evidence of the time, place and date of their original death including screenshots of the death itself. This will be listed upon their CA app in order to indicate that they have returned via Sovereign Rebirth. Sovereign Rebirth is an ability that can only be utilised once. Upon returning via Sovereign Rebirth, if the Vargyr were to die once more, they would immediately and irreversibly PK and would not return from death. Were they to die again, they would not be able to revived whatsoever. Upon returning via Sovereign Rebirth, the Vargyr would immediately enter the late stages of the Emaciated State. If they do not hunt and successfully feed within 1 OOC week of their return via Sovereign Rebirth, they would immediately and irreversibly PK. Any Vargyr that does not contact the Story Team within this 1 OOC week period will no longer be able to return by Sovereign Rebirth, and will continue to exist within the temporarily PKd state until revived by another Varg. As listed under “Emaciated State”, any Vargyr that exists within the Emaciated State for 4 OOC months will immediately enter the temporary PK state, and will need to either be fed by another individual in order to return to life, or will require revival. Vargyr who enter the temporarily PKed state via starvation do not have access to Sovereign Rebirth, and must either be fed by another (within the timespan allowed) or revived in order to return to life. Within time immemorial, the town of Istria, shrouded in the shadow of the Wretch of Laria, found its roots entwined within a chestnut forest, wherein a solitary tree stood witness to the birth of the ill-fated Prodigal, Karzełek. Beneath the bouts of this tree laid the lifeforms of mother and child, entwined with death as they were in life. In the aftermath of the Wretch’s godless transgressions, the tree, now known as Fythran, stood as an emblem of the cursed land, its growth unrestrained, its trunk adorned in accursed white bark, its leaves a defiant crimson. The souls of those sacrificed in the abominable ritual were now forever imprisoned within the vile topiary, a testament to the weight of the greatest crime, a haunting reminder that their suffering and torment knew no end. Spoiler The tree of Fythran remains one of the few artefacts that remain utilised by the Vargyr to this day, and a structure that has stood throughout time. A tree of unnatural colour, with white bark and red leaves, as well as of unnatural size, the crime of the birth of Karzelek infused the tree with an immense quantity of Mallach within the process, causing it to be imbued with an immortality reminiscent of the Vargyr, as well as a borderline cancerous tendency to grow. As a result, the tree may take numerous forms of size upon being planted by use of Fythran’s Stone, the earliest form that the tree may take, and this generally depends upon the area that it is planted within. The size of Fythran cannot be smaller than at least 10x10 in total, but is generally freeform in size and can become extremely large, far beyond the typical extent of any tree, due to its accursed nature. Upon Fythran being placed in a location, it will require an ST sign indicating that whispers seem to emerge from the tree upon growing close to it for any who approach, though the ST are not responsible for building the tree. There cannot be more than one Fythran; upon the planting of a new stone in the earth, the previous Fythran will begin to perish rapidly as the new tree grows. However, the new sapling may only be planted by a Vargyr. For Vargyr, Fythran takes the form of a natural, geographical “magnet” that can be felt at all times, no matter their location, and they are naturally drawn toward the tree. Upon approaching the tree, for Vargyr, they may feel comfort, or a strange and unorthodox fascination in the foul whispers or horrid, piteous cries that emerge from the tree itself. Those who are not Vargyr will also feel these same choirs of whispers in close proximity to the tree, though they may find comfort in them, or may find great displeasure. However, Fythran possesses one, singular ability that is known innately by all Vargyr who lay witness to the tree; it is capable of bringing an eternal end to the immortality that all Vargyr possess. Were a Vargyr to be nailed to Fythran and thereon completely burned to ashes by another Vargyr, their spirit, having completely merged with the Mallach present in their body, would be consumed by the tree and become a part of it, henceforth signifying an irreversible PK, though their souls will not pass on, and will instead remain within the tree in continuous torment lest the tree were to be destroyed, upon which their souls would then pass to the soulstream naturally. Present deep within the core of Fythran lies the Stone of Fythran, which can be acquired through two methods. A Vargyr possessing mastery over all rites and rituals that the Vargyr possess (a TA possessing Vargyr) may perform a specific Doetistic Liturgy, in close proximity to the tree, in order to project their consciousness forth into the accursed tree, wherein they may come in contact with some of the imprisoned souls of the tree in the process, to summon forth the Stone of Fythran which will then land in their lap at the end of the Liturgy. Alongside this, the Stone of Fythran may be acquired from the tree through its destruction; the gargantuan size of the tree renders its mechanical destruction practically impossible, and in order to destroy the tree permanently and yield the Stone of Fythran, a Druidic Blight Healing ritual, known as Cleansing, must be performed by 12 druids upon the tree in order to destroy the tree, yielding the Stone from within. Redlines: Close Proximity is deemed to be 5 blocks, or less, away from the tree or any of its parts, including its roots. Druids who enter the region tile in which Fythran is located will be subject to the same whispers and cries, but amplified, becoming borderline agonising and painful to them, but able to be withstood and resisted. This does not impede their ability to fight in combat. Were anyone to attempt to mechanically harm Fythran in any way via any means not involving the Druidic Blight Cleansing, they would be unsuccessful and would witness that the tree would rapidly regenerate before their very eyes, in a cancerous nature unseen within plants in general, more akin to that of a monster's regeneration. Upon engaging in a Doetistic Liturgy with Fythran, whether or not the individual is a TA-holding Vargyr, it will grant one the ability to see the spirits of those imprisoned within the tree, but they may not convene with them in any regard that allows them to gain information. In order to acquire the Stone of Fythran within the tree, a TA-holding Vargyr must engage in a Doetistic Liturgy in close proximity to Fythran, with the sole intention of specifically acquiring the Stone. The Stone of Fythran possesses qualities similar to Fythran itself, being that those who possess it will be subject to its cries and its choir of whispers if it is upon their person or if they were to hold it in their hand. It is an ST signed item. There can be a total of three Stones of Fythran at one time. In order to plant a Stone of Fythran, a Revival Ritual must be performed upon the Stone and it must then be covered by dirt, therefore requiring that a Vargyr knowledgeable in the Revival Ritual be the one to lead the process of the replanting of the Stone, alongside either 2 other Vargyr, 1 Vargyr and 2 Sigilled, or 4 Sigilled. Once the ritual is performed successfully, it will take 3 IRP years (3 IRL weeks) for Fythran to grow to full size. Only then does it gain its abilities. Were a group of Druids to attempt the same Cleansing ritual upon the growing tree, it would only take 8 druids instead of 12 druids in order to complete the Blight Cleansing successfully. When performing the Cleansing Ritual (a form of Blight Cleansing under Druidism), "12 druids" represents the total number of Druids required within the ritual. Not all 12 Druids need to be actively casting (as others can aid them by powersharing with them, but still participate in the ritual and be drained), but the collective "power" of 12 Druids must be involved in the Cleansing Ritual for it to successfully occur upon Fythran. The same applies whilst Fythran is in its growing stages. Were a group of Druids to attempt to perform the Blight Cleansing ritual upon Fythran, causing partial damage, and return at a later point to "finish it" whilst still having less than 12 druids involved in the ritual, they would be unsuccessful in destroying Fythran, due to its cancerous nature causing rapid regeneration that the Druids would be able to witness before their very eyes. Fythran may not be planted within a tile owned by another individual without the express OOC consent of the PRO. The Stones of Fythran must be affixed with the "Notable Relic" tag as to prevent people from improperly storing it in inaccessible areas or Soulbinding the items. A Varg being killed by another Varg via the means outlined in the above lore results in the termination of the killed person’s CA and an irreversible PK of the character. The PKd character’s soul will continue to exist within Fythran and should an individual wish to communicate with them via a Doetistic Liturgy, they may do so with their OOC consent. However, they cannot gain information from this encounter - the memories of the PKd individual will be minimal, as they will be in constant agony within the tree. Should Fythran be destroyed or replanted, the souls will not be “restored”, but will instead pass to the soulstream, meaning that they cannot be rescued or recovered. The Werbeast is stark in contrast from the brethren he once believed himself to associate with, but now stands amongst them, an imposter, a fraud. In truth, the Vargyr is governed above all by one singular notion; his devotion and zealousness in his belief in an Other; a divine being. In the condemnation he bears, borne of the greatest of blunders, it is his own unwillingness to truly recognise his inner self, and his wretched nature, his duality, that the Vargyr seeks out religion and faith. With time, all beasts cave into the delusions that the altered mind, devoid of the logic that humanity is gifted, produces. Spoiler Those who bear the wretched Sigil are known to be constantly plagued by grand delusions that consume the entirety of their life; ever-constantly, they live in a world wherein reality and paranoid manifestation cannot be distinguished, constantly seeing visions of abstract nature (this being up to the player’s discretion) in relation to the signs of a Creator, the end of the world itself, and how the world began. These visions may be auditory, visual, tactile, olfactory and gustatory, and will be ever-present, leading the Sigilled to bear outward signs of psychosis. These visions are continuous throughout the entire lifetime of the Sigilled, and thereon, even whilst being a Vargyr.Upon being reborn as the Vargyr, the extremely traumatic visions shown unto them within the Creation Ritual always lead to some form of extreme dissociation, as their mind and sanity truly collapses in on itself in order to give way to a higher state of mental and physical being, with their humanity beginning to truly slip away. Depending upon the nature of their ever-present delusions, alongside the delusional visions witnessed within the Creation Ritual, alongside the fictitious doctrine they may be educated in by their elders, the Vargyr may at this point choose to believe themselves any number of things; from harbingers of the Creator GOD, to devils, but never truly able to accept what they are.Within the bestial form, the effects of the delusions are lifted, thus returning its logic, and ability to strategise in peace; it no longer refuses to acknowledge it’s origins and it’s state of being. The abomination allows instinct to lead the way, leading Vargyr within the bestial form to operate knowing their strength, and thus avoiding unnecessary conflict, though they may still initiate conflict if they believe it in line with their backwards, contradictory doctrines that they have devised for themselves. The main targets of the Vargyr are the feeble and the weak; the elderly, the ill, and mothers, for these are the easiest of humanity’s folk to successfully slay and devour. They do not typically hunt in earnest; instinct, in part, is governed by one’s own cowardice, and the beast, knowing itself, knows its own capabilities, and as such does not pick fights it will not triumph in. An innate enemy of Vargyr, however, is those that oppose them in faith and practice, and as a result their desire to achieve their foul goals borne of delusion and tumult even the most cowardly of Vargyr may still hold the fortitude to fight against the longest-standing of their enemies that the Wretch himself opposed in his acts to betray the natural laws; those of deific nature, and those that do not believe in the corrupted, distorted version of the Creator God that they revere in utmost fervour. Upon first being indoctrinated into the ranks of those who bear the curse, the victim’s humanity is still likely to remain, if not having already been bastardised by the effects of the iniquitous methods adopted by the most elder of the Wretch’s folk in brainwashing, corrupting and manipulating the minds of the once innocent into believing the delusions borne of the depraved minds of the oldest of the abominations, the Elders. With time, however, the Vargyr begins to lose what remains of his humanity - failing to resist his desire to feast bountifully on the flesh of the people he surrounds himself with every day, his sanity has already slipped, and he no longer holds onto morals and values that he would have once held dear. In times of woe such as these, Vargyr seek, above all, guidance and prayer, hope and joy, and so may begin to engage in habits such as bloodletting, self-flagellation, continuous bouts of prayer, and so on. Where he may have once held his wife and family dear, as time progresses, he finds it more difficult to truly hold dear those he had once adored, for the beast can no longer consider himself human, despite the delusions his mind allows him. In the end, the Werbeast’s efforts are all for naught; he will never achieve peace, unless it is in his madness that he creates a peace for himself that relies on truly embracing what he is, foul and wretched as he is. Due to the constant visions that Vargyr receive, a remnant of their time as a Sigilled, over time their mind will grow more and more detached from reality and their own humanity, and in addition to this, they will quickly lose what remains of their sanity, especially in the face of the inner events experienced in the Creation Ritual Over time, due to this loss of humanity, Vargyr will begin to find it difficult to maintain relationships both platonic and romantic, though it is still possible for them to maintain such relationships, despite their infertility. They will begin to no longer think of themselves as human, and may choose to believe that they are something else; whether that is the devil, a god, an aengul, or something else, this is entirely up to the player’s discretion and is entirely their choice, depending upon the character’s personality and story. The act of baring one's true form, of unleashing the monstrosity that lies beneath the veneer of the self, is a transformation that exacts a toll, both physical and psychological. The metamorphosis is fraught with agony and anguish, as it entails shedding not only one's skin but also one's sanity. Spoiler The Transformation of Vargyr takes 4 emotes, and upon transformation, the Varg’s features grow to be grotesque and hideous in nature, as well as terrifying. Their bones begin to snap and reform to take place in becoming their truest form. The first two emotes are emotes of preparation wherein the Varg may pray, frolic or whisper a prayer (this being up to player discretion, and serves solely as aesthetic), followed by two emotes of painful transformation. For the duration of these four emotes, a Varg is vulnerable to any kind of attack, both melee and ranged, and cannot defend themselves, nor can they stop their own transformation once the process has begun. Upon attempting to return to human form, the process of reversion takes four emotes, and is effectively a reversed version of the emotes needed for their transformation in the first place. The time during which a Varg can stay in their beast form is indefinite, and it is impossible to forcefully reverse a Varg’s transformation against their will, even if the Varg becomes unconscious or dies. A Varg can only transform once in the span of an OOC hour. Example of Transformation Emotes: [1] Callahan, the monk clad in robes of priestly origin, set himself to the earth in an immediate bow unto the skies, beginning to speak in tongues as he screamed prayers of service in a tongue unfamiliar to any surrounding him - his hands raised to the heavens, his eyes bleeding tears of red, his muscles trembling in frenzy. [2] The monk’s habit began to shift beneath with signs of an eldritch presence; so too did it seem as though his skin was stretching, his eyes bulging and his skull beginning to press against his face as though it sought to burst out. He continued to screech in tongues of fear and simultaneous triumph as he called out in zealous prayer, words of false divinity. [3] It became immediately apparent that the habit of the monk had now begun to warp. Callahan’s figure grew taller and larger, domineering and abhorrent in nature as his bones began the process of cracking and shifting to form a foul presence, not yet truly complete. His eyes darkened, his irises growing yellow as he now began to bleed from every orifice. [4] What was once Callahan was now an unrecognisable figure that still yet screamed, though its cries had now shifted into guttural, alien calls that indicated something deeply wrong. Upon observing its face, it had deeply shifted; as the habit tore itself apart, the thing began to rise, and where a mouth was once present now bore a snout and gaping jaws filled with sharp, elongated teeth that so glistened, awaiting the calls of the flesh of a sacrificial lamb. So too was it that the beast was borne; the Vargyr rising from naught but a feeble man. A werbeast, hallowed but profane. Amidst the hellish transformation granted by their accursed boon, Vargyr are imbued with unnaturally heightened abilities that surpass the capacity of any mere mortal or beast. Spoiler The nature of Vargyr is distinctly inhuman, though they are humanoid and bipedal in nature, resembling enormous wolves. They bear strength identical to that of an Uruk within their beastly form, and their strength becomes capable of allowing them to dent and impact plate armour significantly, though they are incapable of tearing it. The physical defences of the Vargyr lie in their natural armour, being their thick bones. Their flesh and muscle, as well as their hide, is a thin layer that stretches over their largely bony figure, and as such, sharp-edged weaponry is mostly ineffective against Vargyr. If one were to attempt to strike a Vargyr utilising sharp weaponry, provided they were able to pass the thick hide that Vargyr possess, they would be able to cut flesh and cause the Varg to bleed, though would not cause significant damage. The truest weakness of Vargyr lies in blunt-force weaponry, such as warhammers, maces, clubs and flails, as only these weapons are capable of shattering the thick bones that make up the majority of the Varg’s body that serve to protect them as their natural armour. Their eyes seem predatory, their ears high-set and larger and more sensitive, and their nose becomes snout-like, similar to that of a wolf. The skin roughens and darkens to form hide, and becomes equivalent in strength to hardened leather, which stretches over the bone. The body is not completely covered in hair, but is mostly covered in areas such as the scruff, forearms and lower legs. Their jaws stiffen and become stronger, and their bite is capable of greatly lacerating flesh and breaking bone, though is incapable of crushing platemail. Their teeth are long and hard, and as such are capable of lacerating flesh, bone, gambeson and cloth, but not metal. A fully transformed Vargyr has Uruk Strength. The bursts of speed described within the paragraphs above refer to The Leaping ability, listed within the lore itself under The Leap, in Vargyr Traits. Vargyr have natural armour, their bones. Sharp weaponry is mostly ineffective against Vargs, as enough cuts can cause a Varg to eventually bleed out, these wounds don’t significantly impede a Varg’s ability to fight or flee, aside from the pain that they cause. Blunt weaponry is very effective against Vargyr, as their natural armour, their bones, can shatter and fracture upon being struck by these kinds of weapons, and this can significantly impede a Varg’s ability to fight and flee, alongside causing them great pain. Silver and Lunarite are the two metal weaknesses of Vargyr (see Weakness section.) Vargyr are capable of sprinting at 12 blocks an emote. However, they cannot sprint for longer than a total of 3 emotes per roleplay encounter. Whilst sprinting, they cannot attack or defend themselves, and are vulnerable to attack whilst sprinting. Vargyr are able to utilise their nose and other senses to effectively and accurately track people (see Tracking, under Vargyr Traits) The strength of a Varg’s skin is equal to hardened leather. Swords and sharp weaponry would find it difficult, but far from impossible, to cut through, as such. The bite of a Vargr is able to greatly lacerate flesh and break bone, but cannot crush steel plate. It can severely dent plate, but Vargyr must use their strength in order to pull at the plate in order to effectively attack a plate-wearer. Were a Vargyr to attempt to bite someone in an attempt to break their bone, the breakage of the bone would result in a clean fracture, but no crushing. This makes it so that those who may be unarmoured against a Varg will still have a fighting chance and, whilst vulnerable, are not one-shottable. As well as this, this gives the individual more of an opportunity to heal properly from the battle. The claws of Vargyr are three inches long, and can tear through flesh, but not through bone or steel. They cannot penetrate steel plate, and a Varg’s strength has to be relied on to pull away the metal plate by breaking the buckles rather than by cutting or biting through it using their claws or teeth. Upon being cut, the claws will regenerate upon the passing of 1 OOC week. At 1 OOC month old, a Varg, in their beastly form, will be 1ft taller than their original human height. At 6 OOC months old, they will be 1.5 ft taller. At 12 months, they will be 2ft taller. After 12 months they cannot grow any taller. They do not grow in their human form. The increase in height for a Varg does not provide them any extra benefit mechanically or in terms of their “reach” in combat, and simply serves as an aesthetic to be used for intimidation. The baleful Mallach bequeaths Vargyr with the power of perpetual regeneration, hindered solely by temporal constraints, the severity of their injuries, and the prerequisite of satiating their insatiable hunger beforehand. Spoiler Vargr Regeneration occurs entirely outside of combat, and is a slow process that is entirely fuelled by the profane nature of Mallach. Mallach’s cancerous capabilities allow for Vargyr to regenerate all body parts, even those that are typically incapable of being regenerated. Post-combat, any injuries that the Varg bears will begin to rapidly form a blood clot that temporarily ensures that the Vargyr does not enter a state of near-death from their blood loss, but this “scab” is easily able to be ruptured and the wound may reopen if the Vargyr were to transform once more before it has fully healed. Minor Injuries, such as cuts, bruises, and loss of small body parts (ears, toes, noses) will take 1 OOC day to fully heal. Major injuries, such as deep cuts, lacerations, and loss of partial body parts (hands, feet) will take 3 OOC days to fully heal. Severe injuries, such as the loss of internal organs, full limbs (arms, legs), will take 1 OOC week to fully heal. Upon being injured via silver or weapons imbued with the power of the Paladins of Xan, the regeneration time of the wounds will double in all cases (this being dependent upon the extent of the injury). This is also the case for fire, wherein any injuries inflicted by flame, natural, voidal or draconic in nature, will result in the regeneration time of the wounds doubling. Vargyr who enter a state of temporary PK upon being cremated or diced into small chunks are incapable of regenerating. However, this knowledge is not publicly known, and must be discovered and found out properly in order to be utilised against a Vargyr. Vargyr Regeneration also exists in an active state, wherein Vargs are capable of activating their own regeneration in order to actively heal minor injuries. The regeneration of these minor injuries takes place over the duration of three emotes, and this activation of regeneration can only be utilised once every 12 OOC hours out of combat. This ability cannot be utilised in combat. Vargs that have had major limbs such as arms, legs or their head cut off are still capable of crawling toward each of their respective body parts and reattaching them, as their very soul lies within every part of the body due to the foul nature of it’s symbiosis with Mallach and one’s flesh. As well as this, were a person to possess a part of the Vargyr's body in their possession, both in bestial and in human form, the appendage would appear to twitch and slightly move, indicating life even after severence from the body. Were an individual to attempt to take any part of the Vargyr’s body as a form of trophy, it would disintegrate into sand and dust upon the revival of the Vargyr, listed in the “Revival Ritual.” However, this is not the case for if a Templar of Malchediael were to utilise their "Trophy" ability upon a Vargyr in their bestial form, as due to the effects of Malchediael's power, the head remains preserved even after regeneration. A Vargyr that has activated their regeneration in this way will no longer be able to fight in combat, and must immediately flee, thus constituting this form of active regeneration as out-of-combat. In the great search for power that consumed the Wretch of Laria, he happened upon many eldritch rites and rituals, their secrets shrouded in the mists of time. Even now, few remain known to the Vargyr themselves, kept hidden by their own kind as powerful and forbidden knowledge. These dark practices, born of fallacy, can only be entrusted to the eldest and most experienced among their kind, for the cost of their power is nothing less than damnation itself. A path known to only those most blessed by the teachings of the late Wretch is that of indoctrination into the upper echelon of enlightenment, wherein one achieves a total unity with the teachings of the Wretch and his profane wisdom. Spoiler Enactment of Enlightenment: A ritual only capable of being utilised by a TA-holding Vargyr in order to physically impart upon their student a portion of their skin baring blood-grafted tattoos wrought of their teacher’s Mallach-bearing blood. In order for a student to be able to utilise and enact the Wretch’s Sigil ritual, the Creation Ritual and the Revival Ritual, they must first be taught how to enact the ritual and, secondly, in order to utilise the ritual itself, they must participate in the Enactment of Enlightenment in order to bare the tattoo-bearing skin graft that acts a conduit by which the power of the Mallach within them may be channelled in order to successfully conduct any one of these three rituals. Within the ritual, the TA-bearing Vargyr must physically flay themselves in order to remove the portion of their skin that bears the tattoos that were once imparted upon them by their teacher. The skin will rapidly heal thereafter the ritual, but the process of flaying oneself is painful nonetheless, and this must be roleplayed out. They must then place the skin graft upon a location of choice upon the receiving Vargyr, whereby it will proceed to meld with their skin in an excruciatingly agonising process that feels to the receiving Vargyr as though bugs were crawling beneath their skin. Thereafter, the Vargyr will have access to the ritual, and this must be listed upon their CA that they have been taught this ritual. Only Vargyr that are 6 OOC months of age or older may learn the Wretch’s Sigil, the Creation Ritual and the Revival Ritual. Any Vargyr of this age or older that has been fully educated in all three rituals may apply for a TA, wherein thereafter they become capable of teaching these rituals to other Vargyr who are of acceptable age. Only TA-holding Vargyr may then grant another Vargyr the markings via the Enactment of Enlightenment Upon the successful acceptance of a Vargyr’s TA, they gain the ability to pass to their students their teachings, both physically and orally. In the process of the ritual, the TA-holding Varg cuts off the part of their skin that has the tattoos present and places it on the skin of the receiving student.This ritual is the second step of a two-step process for teaching rituals, as the first step requires the teaching Vargyr to educate their student IRPly on how to do the rituals themselves. The skin-graft does not convey any form of knowledge, and simply serves as an “activator” that allows the person to use the ritual. However, without first being taught how to conduct the ritual, they cannot do the ritual. Any non-TA holding Vargyr who attempts to enact the Enactment of Enlightenment will be unsuccessful in their attempts, and the skin graft will not meld with the receiving Vargyr’s skin. Were the receiving Vargyr to later at any point attempt to remove the grafted skin, it would simply regenerate. The tattoos will fade thereafter during the process of the ritual, leaving the graft seamless in appearance, and the tattoos will be invisible. However, when conducting any of the three rituals, the tattoos will begin to glow red-hot and each of the grafts will begin to bleed at the seams. This ritual cannot be done forcefully - the teacher and student must both consent IRPly and OOCly in order for this to occur. This prevents means of trickery being utilised in order to try to attempt to teach oneself the rituals via the Enactment of Enlightenment. The Wretch, in his unwavering pursuit of his depraved ambitions, sought to subjugate the inhabitants of Istria. But fear is never all-consuming. From the sins of the father comes the knowledge of the son, and so the Wretch's Sigil was born - a despicable form of divination, a loathsome mark that ensnared slaves in a delusion of obedience brought on by the curse. Spoiler Vargyr are capable of “blessing” acolytes of theirs through the Wretch’s Sigil, placed upon the individual of choice through a ritual completed by a knowledgeable Vargyr and the victim to become the Sigilled. In order for the ritual to be completed, the Vargyr must first draw two symbols on the ground, the first being a symbol of protection upon the Vargyr themselves, wherein they must stand within the circle throughout the duration of the ritual once it has begun. This is due to the malignant nature of Mallach; in part, upon performing the granting of the Wretch’s Sigil, the Vargyr uses part of their own Mallach in order to partially transmute the genus of the victim chosen for the ritual into Mallach, granting them some of the physiological improvements associated with Mallach’s nature, though permanently addling their mind as they are constantly plagued with delusions and visions. The transmutation of the person’s genus is extremely dangerous without the protection of the circle, which will later be filled with the Vargyr’s own blood, and performing the ritual without the protective circle will result in immediate failure. The second symbol to be formed is one of channelling beneath the feet of he who is being Sigilled, and without this symbol, the ritual cannot be completed. The symbolism and meaning of either of these symbols is left to the Varg’s discretion, as they exist for mostly aesthetic purposes. Once both of these circles have been formed, the Vargyr must fill both of them with their own blood, and from this point onward they cannot be destroyed - any individual attempting to disrupt the process of the ritual will find himself pushed away from it by an unseen force, akin to two magnets of equal polarity being forced apart. The Vargyr will begin to pray to and call his false god, in a tongue of choice, enticing the corrupted forces within himself and the circles to be drawn forth in the beginning of the rite, invoking blight and malediction as they raise their hands to the sky. Throughout the process of the ritual, once the circles have been filled with blood, the Sigilled will plunge into a state of great delirium as they begin to lay witness to an abstract, confusing vision wherein they lay witness to fragments of different visions of choice, generally relating to the apocalypse, the creation of the world, mass-slaughter and the unholy rites of the Vargyr themselves, including, most importantly, visions wherein a false god, present in the form of any kind of abstract symbol (this being up to the player’s discretion) enacts all of these foul divine interventions, bringing a sense of fear and, if the victim desires, reverence, to the victim. These visions are extremely shocking in nature, and will greatly impact the mental state of the individual, leaving their sanity mostly shattered thereafter. In the process of the ritual, the mark of the Sigil itself, seeming bloodied at first though fading over time to form a simple, elevated scar, is formed, carved by a force unseen as the genus within the Sigilled’s blood is partially transformed into Mallach. Thereafter the ritual is complete, the Sigilled is left distraught and confused by all that they had seen, alongside their new “reality”, and will passively seek out forms of religious acts in order to provide them temporary abatement from the constant visions and voices that they are witness to, such as visiting churches and temples, and other religious acts left to the player’s discretion, though these only provide temporary reprieve by lessening slightly the effects of the mark upon them. Burning sage may also provide them temporary reprieve. The Sigil’s branded may find themselves drawn to werbeasts to serve in mutual benefit, though they are incapable of tracking down Vargyr. The Vargyr may, however, aid in stripping the individual of the Sigil themselves, by engaging in a ritual wherein the Sigilled sits in a room filled with burning sage, before a mirror. During this ritual, the Sigilled will feel compelled to sing the same song of the deathly choir that they have always heard, and through this process the Mallach itself is drawn into the mirror, causing the image of the Sigilled within the mirror to appear malformed, bearing accursed features such as a stretched, hanging jaw, or bulging eyes, and altogether appearing foul and wicked, with the Sigilled having been stripped of the mark. The mirror will no longer display any other image thereafter, effectively becoming a painting for any to lay witness to the wicked effects of the Sigil within the previously marked individual. As well as the effects listed above, the vile nature of Mallach grants the Sigilled the ability to innately Plaguecraft in the form of the Three Made Manifest, three diseases that they have innate access to and can spread to other individuals through the mechanics described in the appropriate section. Mournsong of the Godless: A Sigilled or Vargyr may initiate a minor delusion within an OOCly and IRPly consenting individual upon showing them their physical Sigil mark, so long as the individual continues to fixate upon it. Upon fixating upon the mark, the individual will begin to hear the same subtle whispers of a holy, deathly choir that the Sigilled is constantly subject to throughout their days. This cannot be used in combat, and can only be utilised upon one individual at a time, solely existing for aesthetic purposes. If they stop fixating upon the mark, they will no longer hear the voices, though they may continue to fixate upon the mark if the voices are pleasing to them. Only a descendant may take up the Wretch’s Sigil. Upon becoming a Sigilled they must put up an FA stating that they are a Sigilled, and, in the case of those who had previously possessed incompatible magics, link their apps for denial.All abilities of the Wretch's Sigilled are maintained upon becoming a Vargyr, namely their diseases and the Mournsong of the Godless, alongside the continuous visions. The Wretch’s Sigil may only be done by a Vargyr educated in the Wretch’s Sigil, listed in the Enactment of Enlightenment, and this must be listed on their CA application. All CAs cannot become Sigilled, with the exception of Klones. Were a Klone to possess the Sigil, upon their death and subsequent switching to a different Klone, they would no longer possess the Sigil. As well as this, possessing the Sigil of the Wretch bars the individual from utilising the Juliet Potion to switch between Klones, as the mark of the curse effectively anchors the soul to its Klone until its death, resulting in the destruction of the Klone and, as such, the Sigil, which may then allow them to be rid of the curse. The Sigilled, referred to as the Wretched Stigmari, must hold a valid FA, submitted upon completion of the ritual. The ritual of granting the Wretch’s Sigil, described above, has been left mostly freeform in order to allow the Varg involved to roleplay aesthetic effects occurring within the ritual itself, as well as within the visions that the Sigil witnesses, which can be left up to their discretion for the sake of freeform RP and a unique experience for every Sigilled. Any of the Wretched Stigmari will at all times be subject to a continuous onset of delusional visions that exist alongside their five senses, though these visions do not impair their ability to fight in combat in any shape or form. These visions are especially present when they are asleep. The mental effects of these delusions must be properly roleplayed, as they will lead to some form of insanity and may bring upon the Sigilled any form of mental disorders over time. These visions will mean that the Sigilled exists in a state of altered reality, where the hallucinations and visions persist in their perception both in the things that they see being twisted to form abstract and haunting iconography, flashing images of abstract signs and symbols of the false god that the Vargyr worship. This is entirely up to the player as to what they constantly see, but may include things such as floating eyes, infinite expanses of bloodied wings, a blackened sun, reddened skies, et cetera. The Sigilled will constantly hear the subtle whispers of a singing, deathly choir, and occasionally may feel headaches that feel as though their brain is being pushed against their skull, coupled with the calls of a voice that cannot be fully made out. The Sigilled will possess three diseases that they can spread to other people, listed in “Plaguecraft of the Sigilled - The Three Made Manifest”. The Wretch’s Sigil may be removed by a Paladin, or other purgatory deific magicks, yet upon removal the Sigil will find themselves largely unable to discuss the atrocious truths of the Vargyr, by any means. They are incapable of writing, talking about, or in any way sharing details referring to the nature of the Vargyr or revealing any truths about the Vargyr themselves. Alongside these effects, upon being stripped of the Sigil, there are no remnant effects caused by the mark itself, though due to the constant visions that have plagued the Sigilled, no longer existing in an altered reality willresult in some form of post-traumatic stress disorder, or other forms of mental disorder that are formed through the struggle to deal with the vast change in life and the attempts to fathom and truly understand the lengths ofthe suffering that they had endured, and the meaning behind the visions that they had seen. These mental disorders, such as post-traumatic stress, are up to the player's discretion as to how they should roleplay them, as thisof course depends on the character. A descendant bearing the Sigil of the Wretch may live twice the lifespan of their descendant race. However, this does not apply to Elves. Sigilled will always appear sickly, as if they have a cold, anaemia or symptoms of such variety.A Sigilled may not possess any kind of Voidal Art. The malicious nature of Mallach, and the visions it constantly brings upon the Sigilled, prevents them from bearing the ability to concentrate to the level required in order to connect to the Void. Alongside this, the Mallach within their body shuns the voidal sickness that comes with the utilisation of Voidal Arts, being another reason for their inability to possess voidal arts. A Sigilled may possess Naztherak, Necromancy, Mysticism or any other kind of Dark Magic. They may also possess Blood Magic, Kani, Housemagery and Bardmancy. A Sigilled who possesses Blood Magic will have 2 units of Genus instead of 3. If they were a High Elf, they would possess 3 instead of 4. This is due to significant amount of Mallach present in their blood, which is incapable of being utilised within Blood Magic. The Mournsong of the Damned initiates a delusion causing the person affected to hear a quiet, whispery song of a choir that seems supernatural, deathly but holy in nature, akin to a church's choir. However, the voices seem distinctly "out of reach", but somehow familiar. A person may, if focusing upon the voices, be able to hear the voices of those closest to them who had already died singing in the choir alongside the others. The song is too quiet for words to be heard. The person's interpretation of the choir is entirely up to the player involved - they may choose to look away out of fear, upon witnessing the auditory delusion, or may choose to continue to look, if they find the choir's song comforting and pleasing. Paladins, Templars, Shamans, Druids and any other magic-user who possesses deity-related magics are incapable of becoming Sigilled. Sigilled will naturally begin to understand the tongue Al’Tahrn-Durngo, also known as Black Speech, as time passes. Any descendent who, for any reason, was weaker in physical strength than the average person of his race beforehand, for example, a Voidal Magic user who had had their strength sapped of them in the process of possessing such arts, will regain this strength over the process of 1 OOC week. This, however, does not apply to Necromancy - those who possess the Sigil whilst being Necromancers will still be subject to the Necromantic effects upon their body, including the sapping of physical strength. This does not apply to any kind of sapping of physical nature experienced by the body under the influence of Dark Magic of any kind. Any descendant possessing diseases, both magical or mundane in nature, will be stripped of these diseases thereafter engaging in the ritual and becoming someone possessing the Wretch’s Sigil. Any Human or Adunian to be marked by the Sigil that is above the age of 30 years old will find themselves thereafter the ritual de-aged to the age of 25-30 (this being up to the player which age they would prefer to chooseyears old in terms of the physical effects of aging upon their body) Humans who become Sigilled will bear an extended length of life, in terms of their age - they will take twice as long to age physically, and as such can live to twice their typical lifespan's length. “The abyss yawns wide, and the GOD consumes all. Behold; let thine eyes be scorched, thine tongue be silent.” - Jaghari yr Kastafir’ei It was in the age of fable and folklore, the times of the first men, that the covenant between man and the natural forces that lay rest within every facet of nature and the world itself, was broken; not by a wise, nor powerful man, but by a villein, a peasant. It was the weakest of men who gave rise to the most unforgivable of crimes; the greatest of blunders, the birth of the antithesis, the prodigal son, Karzełek, the first of bastards and heretics. In the wake of his rebirth, the order and sanctity of the power innermost to Man’s nature, Genus, did so give rise to Mallach, the foremost symbol of entropy - eldritch, foul. It is through this same crime that he sought to give rise to brethren, kinsmen that would aid in giving rise to the wretched promise his father held in his pact with false gods as fictitious as the fables that long foretold of the Werbeast, the devil borne of the Creation Ritual. Spoiler The Creation Ritual is the means by which an elder Vargyr (holding a TA) educated in the most coveted of the Wretch’s teachings, perfected by The First, may give rise to other Vargyr, only able to be borne of those bearing the Wretch’s Sigil. The mistake that unravelled the flesh of the Wretch of Laria in his first attempt was that he was alone in his efforts. As such, in order for the ritual to be successfully attempted, the elder Vargyr must be aided by another of his brethren, a second Vargyr, and an acolyte of their teachings, that being one possessing the Wretch’s Sigil. The site of Creation must possess certain structures capable of being utilised for means of the ritual; specifically, a tree wrought of chestnut. As well as this, a runestone, that being an erected, gargantuan stone monolith bearing inscription of foul nature engraved upon it, must also be present. The stone’s inscriptions are able to be understood by all who read it, though its meaning may be lost to those who are unfamiliar with the rite. The Sigilled to be chosen for the purposes of the ritual must rest at the foot of this runestone, awaiting further instruction. The victim of the ritual must be bound to the chestnut tree by means of chains, and bound to the bark by nails, each bearing inscriptions in ancient tongues unrecognised to any but the Vargyr themselves, and must remain conscious throughout the ritual in order for its success to be guaranteed. The secondary Vargyr must prepare a wooden bowl, bearing the blood of the victim, as well as a crushed Wolfsbane plant. They must pass the bowl to each of those involved, not including the victim, and allow them each to drink deeply of the bowl’s contents. Within the context of the Ritual, the tincture possesses properties allowing the enactors to enter a state of deep delirium, allowing bodily and mental protection against the horrors to be made manifest. What remains of the bowl thereafter must then be thrown upon the leader of the ritual, causing the runic tattoos they possess, a mark of the Enactment of Enlightenment, to glow a deep red for the duration of the ritual. With the wand wrought of a chestnut branch, slick with blood, the elder Vargyr scrawls a twisted cross in the air, a gesture that unsettles all present save for the elder himself. A weight, crushing and suffocating, a portent of what is to come, a mad emotion to seize them all. The leader, lost in his fever, invokes the names of the false gods that the Wretch had beseeched in his hour of despair, in the moments leading to his ultimate sacrifice. The others, save the victim, are compelled to join the chorus, their minds merging in a fleeting delirium, caused by the concoction. The crushing sensation is especially profound in the victim, blood pouring from every orifice, his very lifeforce suspended in mid-air, chains and nails that bind him tightening with a force unseen. Now he, too, is lost in his own delirium, the trees whispering delusions in his ear as the chestnut tree to which he is bound trembles and shudders. The Sigilled writhes in a spasm of agony, a symptom of the ritual's true nature revealed. The calls and prayers were mere baubles, shiny trinkets used to coax the Prodigal Son from his slumber, to act as judge for this dark rite, to appraise and adjudicate. His spirit, trapped in the purgatory of half-death, is summoned forth, the elder Vargyr brandishing the wand of chestnut as a catalyst for his awakening. And as the wand burrows deep into the elder's flesh, melding him to its malevolent will, the consciousness of the Sigilled is seized and thrust into him, the Prodigal Son, Karzełek, speaking through his lips with a voice that is not his own. The possessed form gibbers in shattered whispers, a voice alien in comparison to that of the Sigilled, and yet, to all those beyond the ritual, the speech devolves into a gurgling babble, as if spewing the venomous secrets of some eldritch tongue. The Sigilled convulses and twists, their eyes bulging with a terror transcending their mortal vessel, drawn inexorably to the monolith as the Prodigal Son wields judgement from within. And then, with a sudden, sickening crack, the possessed strikes his head against the monolith in a macabre cadence, shedding unhallowed blood in a tide that fills the engravings of the runestone, saturating the earth. In this brutal repetition, the foul presence chants in measured verse, each word like a razor’s edge: “What is GOD?” it demands of the hapless victim, a question that echoes through the ages, unanswered, as the dark spirit claims another soul. Here and now, the ultimate judgement of the Prodigal Son comes to fruition; it is the answer of the victim that dictates his fate - rebirth or ruination. If the victim were to answer correctly, he would witness a sight most profane; the Sigilled's blood, coagulated at the base of the monolithic runestone, would begin to seep into the very stone itself, igniting the carvings set deep within it with a malevolent radiance, a beacon to forces corrupted. The sky trembles with dark clouds, purple lightning, striking the earth with ferocity, as the blood deluges from the heavens, defiling the very land it touches. The victim, now completely drenched in blood, experiences a euphoria beyond human comprehension - a peace that surpasses all understanding. But this rapture is short-lived, for as the blood seeps into him, he is transformed into something more, something other. In a violent transcendence, he witnesses incomprehensible visions that shatter the last vestiges of his sanity, revealing the greatest of delusions: the return of his false god, who will usher in the end of all things. Behold; the blood that once flowed like a river from his every orifice now coalesces, forming a crown of the same bloody hue upon his head. The corruption that befell the land is absolute, for the grass now appears scorched, the trees quivering and shivering, all awash in the tint of blood. As the bloody crown settles upon his brow, his mortal vessel ignites, consumed by the malignant Mallach that had already consumed and unified with his soul. Borne of the blood, he grasps an agony that remakes him, only to swallow fire. Made more than human by the blood, he is left a raving madman, his mind shattered by all he had seen and felt. Made man no more, he screams, only he has no mouth - only a gaping maw lined with teeth to feast upon the flesh of Man. The participants of this foul ritual, a blasphemy against the heavens, can only be seen kneeling, still in a state of prayer. The Sigilled, once possessed by the malefic spirit of Karzełek, finds himself alone amidst a deluge of blood, his wounds miraculously healed in the aftermath. The Sigilled himself remembers little of what had transpired, the ritual having left him befouled and disfigured mentally. His throat is raw, his vocal cords in tatters, and he will be unable to speak again for some time. The victim's fate, were he to falter in answering the question, is nothing short of ruination. The blood, collected at the base of the towering monolith, surges forth like a violent tide, drenching him. Simultaneously, the tree to which he is tethered, with its chestnut branches that once rustled so innocently in the wind, transforms into an instrument of torture, thrusting its woody tendrils into his flesh, rending it apart, and consuming him in a terrifying embrace. The victim is left as little more than a corpse, his lifeless husk entombed within the very tree that brought him to such a gruesome end - though he may yet still return, to try again. Explanation: To clarify, the reason that the Creation Ritual has been gone into detail regarding what occurs within it is in order to avoid issues encountered in the old lore wherein the imagery within the Creation Ritual previously was extremely obscene and related to topics that I do not support at all as the lore writer, and these topics do not belong on LOTC whatsoever, and so I wanted to make clear exactly the themes present within the Creation Ritual itself in order to make all information clear regarding all information as to how it is performed. Leader of the Creation ritual must be educated in the Creation Ritual, listed in the Enactment of Enlightenment, and this must be listed on their CA application. Victim of the Creation ritual must hold a Sigilled FA in order to be turned. As well as this, they must consent to it both IRPly and OOCly. There must be a minimum of one Vargyr, in addition to the leader of the ritual, as well as one Sigilled, other than the victim of the ritual, in order for the ritual to take hold. Victim must remain conscious throughout the entirety of the ritual to succeed. It is imperative for the ritual to take place in an area with a chestnut tree present, hereon there must be a raised runestone of, at least, descendant size inscribed with runes of yore. Runes inscribed upon the runestone are readable by all, yet the context of its essence is lost by the unlearned. In the context of the ritual, the concoction including Wolfsbane causes a delirium that temporarily unites the minds of the three. However, outside of the ritual itself, Wolfsbane does not have any effect upon Vargyr or Sigilled, nor normal people, and this can only occur within the context of the ritual. The details of the delirious speeches and prayers that occur throughout the ritual, alongside any extra aesthetic details, are left to the discretion of the participants involved, in order to allow the Creation Ritual to be more freeform aside from the details listed here. The question required of the victim, “What is GOD?”, may be answered in any way by the victim. The result thereafter is entirely up to the teacher’s discretion. However, general guidelines as to what may constitute a “correct” answer is that it deviates entirely from any form of general religion already present in LOTC, such as Canonism, and abstains from gendering the false god that they worship, entirely listing it as a many-faced god. The answer depends upon their interpretation of the false god, and it requires listing in detail the symbolism and meanings behind the abstract symbols and signs that the false god takes in their interpretation. Upon answering the question incorrectly, the individual will die, but not permanently, and may reattempt the Creation Ritual again, after 1 OOC week, either with the same knowledge-holding Varg or another one, and this is entirely up to them. The individual will not remember the occurrences of the first ritual upon failing to answer the question correctly, after dying. If they answer correctly, they may then put up a CA on the forums, listing the leader of the Creation Ritual and linking their original Sigilled FA app. Were the individual to be a Corcitura upon becoming a Vargyr, they would be permanently rid of the Corcitura Curse permanently, and bear no repercussions typically seen with the purging of such a curse. Upon utilising the Creation Ritual, the site is left greatly disfigured, permanently stained in a hue of Mallach-infused blood that causes those to enter the site to begin to hear subtle whispers of a song of a deathly choir in their head upon interacting with the site. As such, an ST must place a sign at the site indicating the whispering effects to be self-RPd. However, upon performing the Creation Ritual for the first time, if not done at a pre-existing site, RO permission is required in order to allow for the site to be altered thereafter, and moderation must be contacted, as otherwise this will constitute major vandalism. There can be no more than four sites of Creation existing within the world at any point, due to the requirement to physically change the small patch of land where the ritual occurs to seem dead and reddened, as well as scorched, upon the Creation Ritual being completed at the site. For the duration of the Creation Ritual, those involved are entirely vulnerable to attack. Were someone to attempt to attack them, however, the ritual can be stopped at any point. The Creation site cannot thereafter be removed, and will not fade over time, unless purged by means of the Paladins’ Deific Purging or Druidic Blight Healing. In the case of Druidic Blight Healing, the "Cleansing" ritual must be utilised, and four Druids must be involved in the Cleansing ritual, whether that is for the sake of powersharing, or as active casters - however, altogether, four druids must be present. The same applies to the Paladins' Deific Purging, wherein four Paladins must be present. Were a Druid to attempt to commune with nature at the site of Creation, they would find themselves witness to a louder version of the whispers of the deathly choir that plague anyone that enters the site and attempts to interact with it, alongside the fact that the nature present was mostly still alive, but altered - held captive by the corrupt nature of the darkness of Mallach that holds them, and as such the nature itself will be in great fear. It is known to few but the descendants of those who escaped the clutches of the Wretch of Laria in his tyrannical reign upon those who became his slaves within the village of Laria the truth of his final act; that being the act, in spite of the heavens and the earth itself, of the revival of his son. The greatest of blunders; for the dead are dead, bound to the divine grasps of the Creator and his judgement, and even the youngest of babes knows that it is impossible to return from insurmountable death. It is in the Revival Ritual that those of the Wretch’s flock, the Vargyr, defy death again and again; not only in their very existence, that which surpasses and will never achieve death, but in the act of revival itself. Spoiler The act of revival is not one that truly returns a Vargyr from death, but utilises a catalyst, that being a remnant of their flesh, in order to reconstruct them from the ground up, and return them from the annals of agony that they are confined to in their half-death. The ritual is greatly esoteric in nature, and derives its origins in the scriptures detailed within the Wretch’s Grimoire. As such, for one to effectively utilise this ritual, they must be privy to the eldritch knowledge inscribed within those living pages, and the Vargyr leading the ritual must be old in age, at least six saint’s months.In order for the ritual to truly succeed, at least three Vargyr must be present, or at least one Vargyr and 2 Sigilled for each Vargyr unable to be present, and each must slit their wrist and provide a large blood sacrifice, totalling one cup of blood from every individual present, laying it unto the remnant appendage utilised as a catalyst for the ritual to occur, before burying the blood and the appendage. Following a short period of time, the beast begins to reform, and the soil may be observed to shift and lighten as energy was drawn forth into the rebirthed figure of the anathema, the Vargyr to be revived. Redlines: Only a 6 month old Varg is capable of learning the knowledge required to utilise and lead the Revival Ritual, and this must be taught to them via another Vargyr that already bears the knowledge of the ritual, via the Wretch’s Grimoire. In order to successfully revive the Varg, the leader of the ritual must use a severed appendage that belongs to the Varg to be revived, such as a finger that has been cut off. A bag of ashes may also be utilised, if the Varg to be revived had been burned when they had previously entered the temporary PKed state. Alongside the catalytic appendage, the blood of 3 Vargyr, 2 Vargyr and 2 Sigilled, or 1 Vargyr and 4 Sigilled, must be utilised to revive the individual. The steps of the ritual itself are entirely up to player discretion, so long as the steps themselves are followed, and any matter of aesthetic effects can be allowed to take place to provide flavour to the ritual, though culturally a group of Vargyr may choose to follow a preferred adopted method. If the revival ritual were to be attempted upon a Vargyr whilst they were still alive, it would be unsuccessful, though the Vargyr would feel a great pulling motion upon their very being, indicating something ill had occurred. The Mallach, that malignancy that courses through the veins of Vargyr, is a harbinger of pestilence and corruption, a wellspring of disease waiting to be unleashed upon the world. Yet, its vile potential remains latent, requiring a ritual of sacrifice to be brought to fruition. The Vargyr ritualist invokes a symphony of curses, both mundane and supernatural, to desecrate a sanctified item, transmuting it into a nexus for disease, a vector of contagion, and a vessel of corruption. Through the mixture of bodily fluids and the incantation of forbidden words, the Vargyr unleashes a veritable plague upon the world. Spoiler This ability, the Plaguecraft of the Werbeast, is able to be utilised by both Vargyr and Sigilled in order to construct and transform a mundane item via a sacrificial ritual involving the pledging of their own blood in the means of creating the item required for their tasks, that being the spreading of supernatural disease. Though the Sigil makes its victim a host to an assortment of vicious, vile parasites and mundane illnesses, namely those listed within the Three Made Manifest, they are capable of manifesting the Mallach dormant within their own blood, birthing a unique, supernatural disease brought upon the world only through the chosen accursed item. As such, it allows both Vargyr and Sigilled to harness the fundamentals of their Mallach and concoct new illnesses altogether, should the Three Made Manifest not already suit their or the needs of their flock. In order to curse an item and transform it into a disease-spawning vector, an MArt ritual is required. The ritual that may be used to craft the MArt-requiring diseases are generally freeform, to allow for aesthetic purposes befitting to that of the disease’s purpose, though they, in general, require the shedding of multiple Sigilled or Vargyrs’ blood as to allow such to occur, within the ritual itself. This necessitates an approved MArt with evidence of the ritual in the form of screenshots, to officiate where items of transmission (or methods of biological contagion) and the illness itself is described. All diseases must be spread by consumption of blood kept within the item harbouring the disease, whether it is the blood of an animal, the blood of a specific race, or the blood of the Vargyr itself, only blood may spread these diseases, and only through consumption by means of the MArt. Both the Three Made Manifest and Plaguecrafted MArts can be cured by Fervor Concentrate, or St. Amyas’ Draught. Neither Sigilled of the Wretch nor Vargr explicitly endure these conditions, harbouring them in dormant states and only constantly sick with mundane disorders, but they may roleplay being infected by them themselves nonetheless should they wish to. Both The Three Made Manifest and any diseases created via use of MArt are considered magical, and therefore, those who do not have resistances to magical diseases are affected, whilst those with immunity are unaffected. The Three Made Manifest diseases are unable to infect and affect spectral and necrotic undead, including Siliti. Both the Three Made Manifest and Plaguecrafted MArt diseases are able to infect and affect Azdrazi, Corcitura, Frost Witches, Orcs, Ologs, Kharajyr, and Musin, due to the magical, and soul-affecting nature of the diseases. Anything that remains unincluded on this list is automatically said to not be able to be infected, unless clarified in a future amendment or listed within their lore. The afflictions of Mallach are woven into the very fabric of both Sigilled and Vargyr, concealed yet ubiquitous, manifesting in forms that are largely unnoticed. Nonetheless, the primary trio of ailments that Mallach is capable of siring without ritual - known as the Three Made Manifest - remain asymptomatic to these cursed creatures, and their disciples, and yet can still be spread to others. Spoiler I. The Luperian Crout A wicked plague, whispered to have been born from the cursed blood of the Vargyr and the seed it bears; Mallach. This disease is spread via fluids and droplets of blood, which can be done by direct ingestion of the blood containing Mallach or by ingesting a drink spiced with a Vargyr or a Sigilled’s blood. It is characterised by increasingly nonsensical speech and writing patterns, as well as an obsessive insistence on repeating statements made prior out of context, similar to echolalia. Furthermore, physical symptoms include joint and muscle pains, insomnia, sensitivity to light, a rising fever and the slow degradation of the infected's vision over time, making them see black and white, eventually, until the disease is cured or has passed its course. The increasingly nonsensical speech and writing patterns, as well as obsessive compulsions to shift the context of conversation to the corrupted thoughts of theirs that they will continue to repeat out of context, will continue to build up to a point of near-insanity over the course of the illness. The infected will struggle to fulfil their responsibilities as they grow more delirious, and relationships between them and their peers might become more and more strained as their words become irritating and confusing, scaling proportionately with a steadily rising fever; a ploy to alienate the victim from society, deprive them of the respect of their colleagues and further entice them into the fold of accursed folk promising cures. An admittedly simple plague, respected for its effectiveness. Among the few cures for the Luperian Crout lies the almost apocryphal cure of sage. Any who becomes infected with the Luperian Crout will not feel drawn toward sage and the smell of the smoking sage until they smell it for one reason or another whilst infected - say for example they were to enter a Church and smell a censer of burning sage, they would then be drawn to that smoke. When in the same room as the burning sage, those afflicted by the disease will feel their symptoms abating, providing them a sense of peace. However, if in the presence of burning sage smoke for longer than 10 emotes, they are overcome with burning pain, and their symptoms return in full force. Those who continue to attempt to remain in the same room as the sage burns within begin to experience a rapid descent into madness as their symptoms accelerate to the point of temporary, agonising madness, coupled with the continuous burning pain. However, after a period of 6 narrative hours, they will no longer bear the disease, the burning sage having accelerated the disease to its endpoint, leaving them rewarded in the end; however, the mental impacts are far-stretching, and will likely leave a great impact upon the individual. Mechanics: Both Vargr and Sigilled of the Wretch are able to afflict individuals with this disease via infection through their blood, as both bear varying amounts of Mallach, such as a tainted wine that has been supplemented with their blood, requiring at least 20ml of blood in order for it to be able to take effect upon the person. However, it must be spread directly to them, by means of a direct interaction. It cannot be spread by, for example, tainting wine and leaving it in a cupboard for one to later consume unaware. The blood-tainted fluid must be provided by the Sigilled or the Vargr for direct consumption by the victim. For instance, if a Vargyr or Sigilled were to taint wine by bleeding directly into it, whilst within a roleplay encounter, whether it be out of sight or not, and within that same roleplay encounter offer it to an individual for consumption, if that individual were to consume some of that tainted wine, they would then be infected. Redlines: Symptoms of the Luperian Crout will build up over a period of 2 OOC weeks. It will take 3 OOC days for the moderate joint and muscle pain to become prominent, as well as sensitivity to light. It will take 1 OOC week for insomnia, fevers and the depigmentation to take full effect, rendering one’s eyesight black and white. Nonsensical speech and writing patterns, as well as the obsessive compulsions to shift contexts to better suit the ill’s flawed logic, will begin from the day that the victim becomes diseased, continuing to grow to a point of madness at the end of the 2 OOC weeks. This madness produced by The Luperian Crout does not compel one to suicide unless they would like to OOCly, leaving that up to the player. A player can OOCly opt to keep the disease for longer than 2 OOC weeks, or even permanently. Tainting a drink to infect another player without their IC knowledge must be done within the same encounter, whether the victim can observe it or not. Tainted drinks cannot be stored, as the Mallach goes into a chemical reaction with the drink and dissolves within 1 OOC hour. If in the same room as burning sage, an infected person will feel alleviated of their symptoms for 10 emotes, but if in the presence of burning sage for any time after this, they'll begin to feel a burning pain, and their symptoms will return. This will continue for 6 narrative hours. The disease will progressively worsen over the course of this time, until the infection is finally cured. Both the Three Made Manifest and Plaguecrafted MArts can be cured by Fervor Concentrate, or St. Amyas' Draught. The Three Made Manifest can be purged from an infected via the usage of a Lightstone with 2 Paladins of Xan. The Three Made Manifest can be partially purged from an infected via a Spirit Walk to Scorthuz. The infected person will need to battle the curse upon their soul, as the disease is not so easily purged. This does not result in a total purging of the disease itself, but a shortening of the disease's time length by an OOC week, and over this time the disease will slowly begin to be alleviated and weaken. Both The Three Made Manifest and any diseases created via use of MArt are considered magical, and therefore, those who do not have resistances to magical diseases are affected, whilst those with immunity are unaffected. The Three Made Manifest diseases are unable to infect and affect spectral and necrotic undead, including Siliti and Vargyr. Both the Three Made Manifest and Plaguecrafted MArt diseases are able to infect and affect Azdrazi, Afflicted, Corcitura, Frost Witches, Orcs, Ologs, Kharajyr, and Musin, due to the magical, and soul-affecting nature of the diseases. Anything that remains unincluded on this list is automatically said to not be able to be infected, unless clarified in a future amendment or listed within their lore. This Luperian Crout cannot be spread by the infected, only by this Sigilled of the Wretch and Vargr. The Luperian Crout will be administered in the form of an item signed by the Sigilled or Vargr. The item itself will bear a description listing the date at which the disease began for the person and when it will end (after 2 OOC weeks), to keep track of which Sigiled of the Wretch or Vargr infected the victim. II. The Pilgrim’s Dance Truly, a most unholy of plagues; the Pilgrim’s Dance is a manifestation of the cursed and sickly nature that runs through the Vargr’s very veins. An event of mania, knowledge of which is lost to time, previously struck the residents of a particular village in Aeldin; wherein people were said to dance until they fell flat on the ground, dead … though the plaguecrafters that came thereafter found utility in things past its lethality. The reference to the disease being known as "The Pilgrim's Dance" is a metaphorical sense of the afflictions of the mind and body culminating into abhorrent madness showcased to the public, and does not constitute actual dancing in any way, shape or form. The Dance is physically distinguished by dry patches of skin, as well as frequent scabs, or even boils; these progressively worsen over the course of 2 OOC weeks, inflicting severe pain on the surface of the skin wherever these blemishes occur. These can be abated by through use of sage-soaked aqua vitae, rubbed on the sites of infection, but this is only temporary, and they will invariably soon return with an immunity to prior remedies. As adaptive to its host as the host is to the grounds he dances upon, the malady is not content with afflicting its victim physically; mentally, the Dance spawns delusions. Though the nature of their insanity vary in foreground as much as people infected by the Pilgrim’s Dance do, delusions often revolve around deception, scepticism, or extreme paranoia - and, over the course of the 2 OOC weeks, these progress to a state where those who are afflicted become convinced that they are the embodiment of some form of holy figure - a prophet, martyr or saint, or, that they are being contacted by some form of higher being. However, the final symptom is perhaps the most cruel; a sudden, uncharacteristic plunge into sin. This may come in the form of unrestricted addiction, jealousy, anger, or zealousness to the point which it becomes wrath, an unsatiated avarice, or pride mistaken to be valour, facets reflected in the infected’s personality. It is possible for the victim to become aware of their own sin and scramble to rid themselves of this, perhaps via prayer, for example - but this will not remedy the intensity of their urges. Mechanics: The Dance is contracted and passed along through physical touch from the Sigilled or Vargr. This can be done by hand, but only when the skin of the person infecting the victim is coated in the blood of the Vargyr or the Sigilled themselves, such as by cutting their finger or hand before touching the victim's orifices. The recipient of the disease must spread the germs into an opening orifice in the body, such as the mouth, eyes or nostrils. It cannot be transmitted through fabric or armour, unless directly applied to the eyes through crevices such as the visor. Redlines: Symptoms of the Pilgrim’s Dance will build up over a period of 2 OOC weeks. The physical symptoms will progress, first from dry patches of skin at 2 OOC days, to frequent scabs at 5 OOC days, and finally, boils at 7 OOC days. Any physical maladies can be temporarily alleviated using aqua vitae soaked in sage, but they will return after 1 OOC day and will be immune to this form of medicine. It will take 1 OOC week for the sudden plunge into sin to occur, progressively worsening over the course of the final 1 OOC week. The delusions of deception, scepticism, and extreme paranoia, will begin from the day that the victim becomes diseased, continuing to grow to a point of madness at the end of the 2 OOC weeks. A player can OOCly opt to keep the Pilgrim’s Dance for longer than 2 OOC weeks, or even permanently. Both The Three Made Manifest and any diseases created via use of MArt are considered magical, and therefore, those who do not have resistances to magical diseases are affected, whilst those with immunity are unaffected. The Three Made Manifest diseases are unable to infect and affect spectral and necrotic undead, including Siliti and Vargyr. Both the Three Made Manifest and Plaguecrafted MArt diseases are able to infect and affect Azdrazi, Afflicted, Corcitura, Frost Witches, Orcs, Ologs, Kharajyr, and Musin, due to the magical, and soul-affecting nature of the diseases. Anything that remains unincluded on this list is automatically said to not be able to be infected, unless clarified in a future amendment or listed within their lore. Both the Three Made Manifest and Plaguecrafted MArts can be cured by Fervor Concentrate, or St. Amyas' Draught. The Three Made Manifest can be purged from an infected via the usage of a Lightstone with 2 Paladins of Xan. The Three Made Manifest can be partially purged from an infected via a Spirit Walk to Scorthuz. The infected person will need to battle the curse upon their soul, as the disease is not so easily purged. This does not result in a total purging of the disease itself, but a shortening of the disease's time length by an OOC week, and over this time the disease will slowly begin to be alleviated and weaken. This Pilgrim’s Dance cannot be spread by the Dancers, only by this Sigilled of the Wretch and Vargr. The Pilgrim’s Dance will be administered in the form of an item signed by the Sigilled or Vargr. The item itself will bear a description listing the date at which the disease began for the person and when it will end (after 2 OOC weeks), to keep track of which Sigiled of the Wretch or Vargr infected the victim. III. The Idlehands Originating in the inadvertent crossing of a mortals’ blood and the primordial, ancient blood magic that formed the Mallach. In the souls of Vargr, they saw cardinals; in the spirits of the peasantry, the grunts subject to their judgement. The Vargr already ripped the tether between body and soul, but there was not yet anybody to pave the path of the purged into the Seven Skies properly. Idlehandedness is contracted through a Sigilled of the Wretch or Vargr’s sickly coughing, though curiously, conversations about death and the afterlife prompts an increase in infectivity. These topics agitate the latent Mallach and entice it to adhere to plaguecrafter’s bile. The greater the depth of the conversation for all sides of the discussion, the more sharply contagiousness spikes. The onset of Idlehandedness is characterised by the growth of grey, itchy, rootlike rashes along the extremities in the same vein as Lichtenberg scars that can often be covered or flanked by mundane illnesses, like rosacea or eczemas. Should OOC consent not be given by the infected player for the illness to progress past the physical, the rashes fade at a rate of the player’s choosing – including, never. Otherwise, upon giving OOC consent, the rashes climb the neck and weave around the jaw and temples, prompting various urges: the first of which being a need to hide their condition. The Idlehanded will seek out modest cloth, rags or other such full-body garments and bandaging to mask their illness from judging eyes. Enkindled thereafter is an attraction to hallowed grounds; battlefields, cemeteries and tombs become of particular interest to the Idlehanded. Upon selecting their favoured grounds, the Idlehanded will recede into a period of hermeticism where they ponder it and dissolve in the arts. In all artistic practices they study, the Idlehanded have a sort of knack for quickly developing techniques and putting them to work. Wood-working, masonry, poetry, dramaturgy, painting and other such practises might envelop their concentration, and though specialisations vary across the ill, a common thread binds them all to their esoteric roots: their works always involve the dead. The woodworker might spend hours practising the creation of wooden statuettes of lost saints to lay by unmarked graves; the mason might make a habit of finding those burial grounds and chiselling tombstones for them; the dramaturg and poet might excel in writing epitaphs to mark the blank works of those who came before him. Graves themselves become fixations for the Idlehanded, as each feels compelled to carry shovels and their artisan tools to further the hallowing of favoured and foreign grounds alike. Whether they blindly follow these urges until they come to their realisation, or they come to witness their delirium the moment rashes dye their limbs, all Idlehanded suffer the same epiphany: the end is nigh, and nobody is prepared; only the Idlehanded can orchestrate the bridging between the mortal realm and the afterlife. Be it as suave, pious politicians occupying offices and fueling the ire for war to accelerate the returning of bodies to the earth or rabid, screaming doomsayers calling for torches and pitchforks against those who might deny the end of times, the Idlehanded emerge from the quiet plying of their trade and become extraverted recipients and dispensers of their truth – with a curious penchant for commerce, particularly in the realm of their aforementioned practice of choice. They are frequently found bartering at marketplaces – often in caravans – for the supplies they need to build tombs, create idols, prepare grounds and conduct funerary rites. Friends and close peers of the Idlehanded might be asked what items of theirs are of sentimental importance, followed promptly by their favored funerary rites … perhaps, the Idlehanded might meet with his colleagues to guarantee their friend enters the afterlife exactly as they would like to, before the world caves in on itself. It is the least they could do. Mechanics: Both Vargr and Sigilled of the Wretch are able to afflict individuals with this disease via coughing blood near a victim, a maximum of 3 blocks away, allowing blood-speckled droplets to be inhaled and enter their airways. Doing so during conversations about death and the afterlife the victim is engaged with will sharply raise the chances they will contract Idlehandedness. Speaking of these things before a victim without their attention and engagement will not harbor any effect on Idlehandedness’ infectivity. The Idlehanded can be expected to be prodigals in their craft of choice, but only in their mundane facets. An Idlehanded mason with a golemancy MA would not, for instance, be any more talented at golemancy than another golemancer of his same mechanical tier. The rashes do not cause any weakness on the infected past itchiness and ugliness, imposing no limits on the lifespan or strength of the Idlehand they do not already have unless willingly roleplayed as such by the infected player. Redlines: Symptoms of the Idlehands will build up over a period of 2 OOC weeks. Black rashes and mundane illnesses outside the temples and neck will develop anytime across 1 OOC week. A player must OOCly consent to their epiphany eventually ocurring if the disease is to progress to the point rashes climb up the neck and temples. Otherwise, the sickness dissolves after 2 OOC weeks. Rashes reaching the neck and temple can be roleplayed at any point after the infected player OOCly consents to suffering their epiphany, but always after black rashes and mundane illnesses have manifested at other parts of the body. An Idlehands’ talent in any given art cannot be used to advance tier progression in any magic at any rate greater than the rate established in its lore. To be able to spread the disease to the individual, you must cough in a vicinity of a maximum of 3 blocks from them. The effectiveness of this is constituted by a roll, where you must then roll a d20. If you are not engaging in conversation regarding death and the afterlife with the individual, then when rolling, you must land between 1 and 8, including 8, in the roll, in order to be successful in spreading it to them If, however, you are engaging in conversation with the victim regarding death and the afterlife, then you must land between 1 and 13, including 13, in the d20 roll, in order to be successful in spreading it to them. The Three Made Manifest can be purged from an infected via the usage of a Lightstone with 2 Paladins of Xan. The Three Made Manifest can be partially purged from an infected via a Spirit Walk to Scorthuz. The infected person will need to battle the curse upon their soul, as the disease is not so easily purged. This does not result in a total purging of the disease itself, but a shortening of the disease's time length by an OOC week, and over this time the disease will slowly begin to be alleviated and weakened. Attempts to infect an individual with the Idlehands disease can only be done once per roleplay encounter. If you fail, you cannot attempt to do it again until the next time you see them in roleplay, constituting a separate, new roleplay encounter. Affliction via Idlehands does not provide the person with any actual form of talent or advantage whatsoever. Both The Three Made Manifest and any diseases created via use of MArt are considered magical, and therefore, those who do not have resistances to magical diseases are affected, whilst those with immunity are unaffected. The Three Made Manifest diseases are unable to infect and affect spectral and necrotic undead, including Siliti and Vargyr. Both the Three Made Manifest and Plaguecrafted MArt diseases are able to infect and affect Azdrazi, Afflicted, Corcitura, Frost Witches, Orcs, Ologs, Kharajyr, and Musin, due to the magical, and soul-affecting nature of the diseases. Anything that remains unincluded on this list is automatically said to not be able to be infected, unless clarified in a future amendment or listed within their lore. An Idlehand’s talents for any given art, should they be cured, do not erode unless the player once infected with the disease would like them to. A player can OOCly opt to keep the disease for longer than 2 OOC weeks, or even permanently. Both the Three Made Manifest and Plaguecrafted MArts can be cured by Fervor Concentrate, or St. Amyas' Draught. This disease cannot be spread by the Idlehanded, only by this Sigilled of the Wretch and Vargr. The Idlehands will be administered in the form of an item signed by the Sigilled or Vargr. The item itself will bear a description listing the date at which the disease began for the person and when it will end (after 2 OOC weeks), to keep track of which Sigiled of the Wretch or Vargr infected the victim. A grim exercise in introspection, the Doetistic Liturgy is a tool available to the afflicted folk of the Wretch, a means by which they may find fleeting solace from their endless torment. A meditation foul in its nature, it is an act of self-reflection that delves into the darkest depths of their souls, a ritual of suffering designed to peel back the layers of their being and reveal the twisted abomination within. Spoiler Vargr are able to enter a trancelike state over the course of three (3) emotes, wherein they might sit, perform somatic gestures or even murmur out hymns to further submerge themselves into their dogmatic states of mind. Projecting their consciousness and yet serving as a tool of self-reflection, the Varg turns to face the beast that dwells within and the host of mental and psychological issues that riddle them - and instead of fighting and containing these intrusive thoughts, visions, and nightmares, they willingly heighten them. The result of this is a brutal procedure that often lasts multiple days where the Varg loses themselves in the reflection of their very soul - awash by cascades of dreadful imagery. This also has the potential of being used in a form of circling - where a party of Varg, including those branded with a Sigil, can all partake. The Doetistic Liturgy may only begin through a Varg. Circling occurs when another Sigilled or Varg are extended a form of link by the leading Varg, which can be extended through the use of two (2) emotes - this creates a prickling sensation, driving one’s attention immediately to the Varg. The Varg must then fall into a meditative trance of three (3) emotes which then connects the consciousness of the collective to the Liturgy: the Varg’s inner turmoil. Curiously enough, the Liturgy may be performed both within and outside of the beastlike form, the latter of which is known to invoke much more terrifying imagery than the former in the minds of the encircled. Additionally, small, purely aesthetic elements may occur while performing the Liturgy - such as light pooling from the mouth and eyes, streaks of blood dangling in the air, candles and flames flickering with blue light, and dust or ash rising in a 3x3 radius about them. Additionally, any mirror, ordinarily crafted from glass or crystal, within a 5x5 radius of the Liturgy will be seized by a strange phenomena, wherein whatever they reflect becomes warped and disembodied, pale light seizing the reflection as if beneath moonlight. It is not curious then how the Varg have an almost intrinsic fascination with mirrors and might spend hours pensively looking over their own reflection - looking for contours missing in their features. Circling may not be forced onto any individual - it is always performed willingly, with IRP and OOC consent needing to be provided. The Liturgy’s visions are, by nature, terrifying. While a Varg may find a sort of chilly comfort in the midst of the ensuing visions, mortal descendants, the Sigilled, are likely to suffer lasting psychological torment. However, this is purely optional, and is up to the Sigilled in question OOCly as to whether or not they'd like to have this psychological torment and trauma as a result of the Doetistic Liturgy. The Liturgy cannot be done whilst in a Combat Encounter, and thus this is an entirely non-combative ritual. 15 block radius of tracking utilising purely olfactory senses. If a Varg is blinded, they can still track people down IF the victim has already been wounded within that roleplay encounter. To prevent a Varg from tracking, one must either deliver a blow to their snout directly, block their olfactory senses via alchemical means or mundane [either with a reagent or potion that is particularly smelly, throwing the beast off the scent, or via a sizeable fire, as smoke will throw a Varg off the scent of blood] As well as this, magically, Wind Magic can be utilised to shift the winds in such a way that the Vargyr is incapable of tracking the scent of blood, and any magic can be utilised to physically block the nose of the Varg, as well as any form of smoke-producing magical fire being able to be used to ward off the senses of the anathema. Say for example someone utilises Flash Powder against a Varg, blinding them temporarily, they’d still be able to sense the presence of someone based off of their blood and follow them if they've already been attacked by the Varg and bloodshed in that encounter. When using this ability, the werbeast in question should contact their target(s) so as to make arrangements for a suitable agreement, avoiding OOC conflict and heightening the sense of enjoyment for both parties. OOC CONSENT IS REQUIRED. Vargyr are capable of utilising an ability that allows them to truly utilise their abominable physiology to its highest degree, this being The Leap. Spoiler Upon attempting to Leap, a Varg must first spend 1 emote digging their feet into the ground and preparing themselves to leap, wherein they are completely vulnerable to all forms of attack and cannot defend themselves, both against melee and ranged attacks. The second emote constitutes the action of leaping itself, wherein the Vargyr is capable of leaping 12 meters (12 blocks) of ground. Within this emote, the Varg cannot attack or defend themselves, but due to their airborne status and their extremely fast speed, it would be incredibly difficult to attack them. The third emote constitutes the landing itself; the Vargyr is able to, with extreme precision, land exactly 12 blocks from their location and, within that same emote, initiate a form of attack upon their foe, either via biting, clawing, or other means. As well as this, they are also capable of extending their momentum upon landing in order to move 6 metres further, in this case being done by curling themselves and physically rolling upon landing. However, if they were to attempt to do this, they would be incapable of attacking or defending against further attacks within this third emote. If the Vargyr were to specifically aim to land upon a person when leaping, the action would be equivalent to if an Uruk attempted to do the same, as the two bear equal weight. This may lead to the denting of the individual’s plate armour, and can cause significant blunt force. Example Emotes: Emote 1: The abominable being prepares itself for an action yet unspecified, digging its hind legs into the earth in order to ready themselves physically as their muscles began to ripple with strain, digging their claws into the soil in order to prepare to pounce. Emote 2: The Vargyr, having strained and prepared themselves, initiated their leap - bounding a length of 12 metres in a blur of fur and hide, almost instantaneously, as they prepared to land at their target location, specifically gazing unto a knight bearing plate armour. Emote 3: Having calculated their trajectory, the Vargyr brought themselves forward feet-first in order to pounce upon the knight mid-landing, digging their feet directly into his chest as they landed upon him, forcing him to the earth had he not moved. A Vargyr is capable of leaping 12 blocks. This requires 1 emote of preparation time (where they are vulnerable), 1 emote of leaping (where they cannot attack or defend, but are moving too quickly to be effectively attacked) and 1 emote of landing, wherein they may choose to land on the ground or on the person themselves and may initiate an attack or defence in the same emote. This cannot be utilised in order to escape from any location or enter any location that could not be entered/escaped mechanically.A Varg can’t move more than 2 blocks vertically whilst leaping.This ability can be utilised once without bearing any ill-effects. If it were to be used more than twice, for 2 emotes after the third emote, they would only be able to move at 3 blocks per emote. Vargr are only able to mimic the voices of those who they have devoured the vocal cords of. After 2 OOC weeks, Vargyr lose the ability to mimic the voice of the specific individual they had devoured the vocal cords of. They are able to, within the same combat encounter, eat someone and mimic them. Whilst mimicking, they are restricted to short phrases, or cries of help; they are unable to converse as the individual as though they were them themselves. Within combat encounters, their ability to mimic is restricted to 1 attempt. Other than mimicry, Vargyr are not able to speak within their werbeast form; they are restricted to grunts and growls, howl and screeches, just as they typically are. The vargyr must emote specifically devouring the vocal cords of the victim. Mimicry may be utilised for two [2] OOC weeks after the vocal cords have been devoured, whereafter they lose the ability to mimic the specified voice. Mimicry may only be short phrases or cries of help, and are never to be utilised to carry entire conversations. A vargyr may only use mimicry once per combat encounter, yet may freely utilise the ability outside of combat. A vargyr is unable to speak beyond mimicry while in beast form. One vargyr may never hold two voices at one time; if a new vocal cord is devoured, it is replaced by the old whether the two [2] OOC weeks have ended or not. Within the bestial form, Vargr are able to reliably withstand cold temperatures. This is entirely mundane, meaning that their cold resistance does not affect the magical or alchemical, and can only be used within their bestial form, leaving them as susceptible to cold temperatures in their human form as much as any descendant. This does not provide them any defence when using Rokodra or when battling a Fjarriauga, given these are unnatural mediums of cold. Unless sufficiently protected against it by not exposing the skin, Vargr in any of their forms are still susceptible to frostbite. Upon being slain and devoured by a Vargyr, if the individual does not PK, they permanently gain the Boon of the Elder. The Boon of the Elder exists as a minute amount of Mallach that remains dormant in miniscule quantities in their blood. Physically, it manifests as an odour that other people can smell for the duration of 2 OOC weeks after the victim’s return from death. The victim will smell distinctly musty, and will have an “old person smell” for the duration of these 2 OOC weeks. If a Vargyr, in their beast form, were to encounter an individual marked by the Boon of the Elder, the Varg would smell a foul stench akin to that of a rotting body emanating from the individual, and this can only be identified by Vargyr, due to their distinct Mallach-bearing physiology. As a result of smelling this foul stench, the Vargyr would feel no inclination to attack or hunt the individual, treating them as though they were a being of undeath, as if eating their flesh would provide no satisfaction to the gluttonous hunger of the abomination. The Boon of the Elder is permanent, and cannot be rid of in any shape or form whatsoever, even upon death. Any individual bearing altered physiology capable of passively purging the Boon of the Elder (Siliti, Azdrazi) will be unaffected by the Boon of the Elder, and upon encountering a Varg once more would be attacked all the same. Any individual bearing magick of deific nature (Paladins, Templars, Seers, Heralds, Shamans, Sycophants and Druids, Djinn) would reject the minute quantities of Mallach present, making them unable to be affected by both by Boon of the Elder and the Rapturous Omen. An explanation and justification for the "old person smell" following the formation of the Boon of the Elder is purely that it is for aesthetic purposes and namely to create some suspense around the individual that can create some interesting roleplay, though, of course, this cannot lead to any other people discovering that they were killed by a Vargyr, nor can any conclusions be made (linking the previous death of the victim to a Vargyr) by both the victim themselves or the people around them. This means that if the person were to come in contact with a Vargyr again, the nature of why the Vargyr avoids attacking them remains forever elusive to them, which may lead to other peoples' perception of the victim being changed either positively or negatively depending on the context of the situation itself. Due to the nature of not being able to remember the events leading up to one’s previous deaths, it is impossible for someone to discover that they are marked by the Boon of the Elder, and thus impossible for someone to discover that they were previously killed by a Varg. If someone bearing the Boon of the Elder were to attempt to attack a Vargyr, the Vargyr would not hold back from attacking and killing them in self-defence. However, the Boon of the Elder would still prevent the Vargyr from devouring the individual, purely out of instinct. The Boon of the Elder is represented as a playersigned item provided to the victim by the Varg, indicating the date which the death occurred. This does not necessarily need to be soulbound to the victim's inventory at all times, and can instead be stored in their enderchest and a screenshot of the item itself can be prepared in order to show that they do possess the Boon of the Elder. Upon losing a “significant” limb (an arm or a leg) to a Vargyr attack, remnant minute amounts of Mallach would remain in the victim of the abomination’s attack. However, these minute quantities of Mallach are not sufficient in number to form the Boon of the Elder, instead existing in an incomplete form exhibiting entirely different properties. In the case of this occurring, the individual bearing this incomplete Boon of the Elder would bear an odour that, for 1 OOC month, would be distinct to both Vargs in their beast form and other, normal people as a distinctly sweet smell, similar to honey. For the duration of this 1 OOC month, if the same individual were to come into contact with a Vargyr in their beast form, the Vargyr would feel a greater desire to hunt the individual compared to attacking and hunting other people, feeling attracted to the sweet smell produced by the incomplete Boon of the Elder. After this 1 OOC month has come to a close, the individual will no longer bear the incomplete Boon of the Elder, and will no longer exhibit the smell as a result, nor bear the attracting odour that invites the attacks of Vargyr. The Rapturous Omen is represented as a playersigned item provided to the victim by the Varg, indicating the date which the dismembering occurred on as well as the duration of the Rapturous Omen. Spoiler General: Any form of alchemical, holy or alternative form of medicinal treatment is ineffective for utilisation on Vargyr. However, this cannot be utilised in order to “test” an individual to see if they are a Vargyr, or for any form of spook-testing, as this is classed as metagaming. In the case of this being utilised against a Vargyr, they may use their active regeneration to slowly show positive effects. Any form of alchemical, holy, or otherwise alternative method of medical treatment is rendered ineffective when utilised on the vargyrThis may not be considered solidified proof of the individual being a vargyr, and would be considered metagaming if RP’d as such. Transformation: Vargyr are incapable of transforming whilst clad in any form of armour. If they were to attempt to do this, they would find themselves fettered to an extreme by the metal that has restricted their ability to truly change their physicality. As such, were a Varg to attempt to do this, their time of transformation would take a duration of six total emotes, as they would have to physically remove the armour mid-transformation if they had not already done so prior to the transformation. If they attempted to do this, they would feel extremely strangled in the process. During the four emote process of transformation, the Varg is entirely defenceless, and is incapable of defending themselves from any form of attack. Transformation occurs over the cause of four [4] emotes, wherein the vargyr is left entirely defenceless from any form of assault. If clad in any form of armour, the transformation will occur over the cause of six [6] emotes as the vargyr will find themselves strangled and restricted within the metal plates. These two [2] extra emotes would aesthetically consist of physically removing the armour mid-transformation. Fire: Whilst the vile nature of Mallach manifests the abomination within all men, in human form, all Vargyr are identical anatomically and morphologically to their previous selves prior to enlightenment, and are as weak to fire as any other would be. However, their weakness to fire differs vastly between human and Vargyr form. Whilst present in beast form, the fur and form that they sport are very flammable, and were they to come in direct, extended contact with any form of fire (two emotes or longer), magical or mundane, the hide and fur that covers flesh and bone would rapidly catch fire and cause immense agony to the Vargyr to the extent that they must flee immediately or make an attempt to snuff out the flame, lest it were to kill them entirely. Due to this weakness, Vargyr instinctively bear an immense fear of fire within their beast form, and this cannot be overcome through any form of training. Unless their life is in danger, they will avoid fighting closeby to a sizable fire as much as possible, for fear of the insurmountable pain they would face were they to come into contact with it. As well as this, Vargyr cannot transform around large bodies of exposed fire. If a Vargyr were to catch on fire, whether magical or mundane, for a continuous period of two emotes or longer, the rest of their hide and fur would rapidly catch on fire as well, leading to immense pain and injury, and a threat of death if they cannot snuff the flame out before the effects of being fully aflame set in, leading to eventual death. Should a vargyr be set on fire, they must either flee or seek to snuff out the flame which dons their body. Vargyr are unable to continuously fight in close proximity to larger fires and carry an immense fear of fire while in beast form. They will largely attempt to avoid sizable pyres lest it depends on their very lives. Vargyr are unable to transform into their beast form near large bodies of fire. The fear of fire that Vargyr possess does not extend to their human form, and if conditioned sufficiently, as any other, they can be made to not fear fire, at least in their human form. However, no conditioning will prevent a Vargyr from being afraid of fire in their true, bestial form, and this changes nothing. However, even if a Varg were to condition themselves to hold very little or no fear to fire, at least in their human form, they will still feel uneasy around a Templar of Malchediael's Bonfire all the same in their human form, though they bear no "extra" fear atop of this caused by their fear for fire in their bestial form. Iconophobia: Religious and spiritual symbols of any form, excluding those associated with the Vargyr themselves [i.e. any custom icons they have made to represent their theology or groups], impart a feeling of great fear unto any Vargyr present in beast form. This effect is imparted for 2-3 emotes depending on the quantity of symbols. A Church, for instance, full of religious icons, would impart this fear for 3 emotes, whilst a singular cross would only impart it for 2 emotes. This causes the Vargs to be unable to attack for the duration of this fear, though they are still capable of defending themselves from any immediate attacks. This can only be used against them once per roleplay encounter, as after the first time, they build a tolerance to the fear and overcome it. Religious and spiritual symbols of any form, excluding those associated directly with the Vargyr themselves (i.e. icons made specifically by the vargyr), instils a great sense of fear unto any Vargyr present in beast form. This fear lasts for two [2] to three [3] emotes depending on the quantity of religious symbols present.As an example, churches, wherein a multitude of religious symbols lie, would instil this fear for three [3] emotes, whereas a singular cross would merely cause this fear for two [2] emotes. This is simply a redline explaining how different quantities of religious symbols can make the emote time for the fear differ, and this applies to any and all religious symbols, including things such as the iconography of Paladins and Druids (such as their religious totems), et cetera. Paladin, Druid and any other deific magic's magic does not count as a type of Iconography and as such will not instil fear in a Vargyr in the same way as is caused by the effects of their Iconophobia.Throughout the period of this fear, the Vargyr will be unable to assault any individual present, yet they remain capable of defending themselves from oncoming assaults. This may only be used against the vargyr once per roleplay encounter, as the vargyr begins to build a tolerance towards the symbol after its use. Silver: Weaponry made of pure silver or alloyed with silver at a minimum of 50% bear the ability to easily carve through the hide and thin layer of flesh that stretches over the thick bone that makes up the natural armour of Vargyr, causing a significant amount of pain to the anathema, moreso than that caused by steel weaponry. Due to the natural armour of the Vargyr, they are, however, only effective to the extent of flesh. Silver weaponry is incapable of shattering and fracturing the bones beneath, as this must be accomplished through other means, namely through weapons that convey vast amounts of blunt force, not through the sharpness of swords and knives. However, when Silver is utilised against a Vargyr in their beastly form, it initiates an enraged, bloodcrazed state within the obscene creature, known as Bezerkir. Bezerkir cannot be initiated through utilising silver arrows or anything similar, due to the quantity of silver being present in the tip being insufficient to enrage the beast, and this can only be achieved through utilising it through melee weaponry. In this state, the Vargyr will bear no distinction between friend and foe, and will attack all within sight for the duration of this state. Alongside this, they will no longer bear any care for their own physical state or life, and will effectively fight to the death, regardless of if their own life is at extreme risk. Physically, upon being harmed by silver, this will characterise itself physically as pronounced, elevated black veins that overcrowd the form of the beast, making it extremely apparent the effects. This state lasts for six emotes, within which time the Vargyr will attack anyone in sight, starting with those closest to it, and they bear no inhibition and as such will even attack their own kin, other Vargyr. This state of bloodlust can only be initiated once per roleplay encounter.This weakness, however, does not extend to the human form of Vargyr, as morphologically and anatomically they are effectively human in this form, despite being imbued throughout with Mallach. As such, Silver cannot be utilised to ‘test’ Vargyr within their human form against the foul nature that lies beneath. Vargyr, while in beast form, are extremely sensitive to weapons made of silver or silver-alloy, however alloyed silver must hold a minimum of 50% silver in order to take hold. Silver, unlike other sharpened metals, are capable of easily carving through the hide of the vargyr, yet may never carve through or fracture the bones which lie beneath. Upon being struck by silver, the vargyr will enter a crazed state known as bezerkir; wherein the vargyr will confuse friend and foe, simply existing to assault anyone around them. Bezerkir lasts throughout the following six [6] emotes.Bezekir may not be initiated through silver-arrows, as the quantity of silver is too low. Physically, the vargyr will develop pronounced, elevated black veins that overcrowd the majority of the beast's frame; making the consequence of silver extremely visible. Bezekir may only be initiated through silver once every roleplay encounter, as larger amounts of silver throughout the encounter will lessen its effect massively. Vargyr in human form does not react to silver as they would in beast form, and can therefore not be utilised as a method to test a suspected vargyr.Clarification: Upon entering Bezerkir, the person will attack the person closest to them. However, if the person closest to them were to run away to the point where they can no longer be the closest person to the Vargyr, or if another person were to come closer to the Vargyr than this first person, then the Vargyr would change the person that they were attacking to attacking the one that is closest to them, and would not persist in their attack against the first person, as they are no longer the closest person to them. This is due to the Vargyr's heightened state of confused, mindless rage whilst they are within the state of Bezerkir. Lunarite: Within the beastly form of the Vargyr, the effects of Starsteel, also known as Lunarite, are apparent as they are unique. The blight of Mallach’s nature stands entirely in contrast with the alien properties of the metal, due to its meteorite nature, allowing the two to interact in strange ways.Upon being struck by a weapon wrought of Lunarite, the limb struck will be rendered temporarily numb, for a total period of three emotes. Within this time, whilst no pain can be felt within the limb itself, the limb becomes increasingly sluggish and cannot be utilised for a form of attack for the duration of the numbing effect.Simultaneously, due to the pain-ridding effects of the metal’s interaction with the accursed nature of Mallach, this may grant the Vargyr the ability to sacrifice the integrity of the limb itself as a shield against any attacks it may face. The lack of pain felt means that the beast will maintain the clarity required to effectively counterattack their foe. Bound by the moon itself, vargyr reacts strongly to the contact of Starsteel, or Lunarite. Upon being struck by lunarite, the limb of which the metal struck will be rendered entirely numb for the duration for three [3] emotes, wherein the limb will become increasingly sluggish and unable to be utilised for any form of assault by the vargyr. Throughout this period, no pain can be felt within the limb as well, which may inadvertently allow the vargyr to utilise the limb as a form of defensive sacrifice. Spoiler OOC Miscellaneous Redlines Vargyr are completely and entirely infertile, and it is forbidden to FTB whilst in beast form. The once-men that they are, Vargyr retain the majority of their humanity upon being accursed eternally through the rite of Creation, aside from what of it that has been stripped from them through continuous suffering as well as the obscure methods of indoctrination utilised by the eldest Vargyr. Aside from this, however, they retain little to no sexual attraction toward anyone, descendant or not, and are entirely infertile, though are still capable of forming relationships built upon romantic attraction. Any and all rites listed under ‘Rites and Rituals’ must be taught through roleplay, either from grandfathered Vargyr or Vargyr who have been taught these rituals through another and have existed as a Varg for 6 OOC months for longer, categorically known as ‘Elder’ Vargyr. Vargyr are not undead, and are, as such, unaffected by aurum, with their material banes being Silver and Lunarite. The terms “Vargyr”, “Varg”, et cetera are not common knowledge and are utilised solely, and infrequently, by the abominations in reference to themselves, and as such these terms cannot be metagamed for use in identifying them. Any Vargyr that has not fed for over four OOC months will immediately enter the temporary PK state, and will require revival upon return. Upon becoming a Vargyr, the person’s Magic Slots are entirely destroyed and they can only gain knowledge-based feats, as their mana is eradicated in its entirety. Alchemy can be learned, but Vargs are incapable of Kloning. Only knowledge-based feats are accessible to a Varg. The Vargyr, to me, have always served a breath of fresh air when it comes to the atmosphere of LOTC, as a whole. In truth, it’s always been very much a niche that many don’t find appealing, as players of Vargs are not protagonists in any sense of the word, but rather the opposite - we sacrifice our own characters to ensure that we can create the best story for everyone else that we possibly can. In that sense, I believe that Vargs are the most realistic of the antagonists on this server - forgotten, misguided men that have been turned into beasts corrupt and foul beyond compare, who in an attempt to hide from who and what they truly are, turn to faith and religious zeal in order to grant themselves a delusional belief of the world that will grant them some kind of respite, worshipping a false god that, in truth, does not exist; the futility of their existence is for that reason beautiful, in that it is futile and mistaken beyond compare, and yet they bear the power to spread the falsehoods of their own futility. To incarnate one is to delve truly into the deepest pits of despair and the darkest sides of one’s own mentality and inner psyche, and discover and roam through minds full of thoughts that would make anyone shiver - their psychology, and how they interact with the world around them, is what makes them shine. The purpose of the Vargs is to achieve the failed, wretched desires of the Wretch - not a powerful man in any sense of the world, not born evil, but a simple man, a peasant, who in his fervour to return his wife and child back to life delved into the greatest darkness, and thus departed from his own humanity and became a monster, not physically, but in his devout zeal for falsehoods and delusions that he had conjured. Jentos and Callisto depicted this perfectly - both the mystery at the heart of the Wretch’s nature, and the innate mystery that lies in the Vargyr themselves. And though their lore rests, I have no desire other than to continue to carry the torch, and show to the server the beauty of the terrifying, esoteric nature of the beast - the beast that is not evil by any means, but truly believes himself to be doing what is correct, in the name of his god, however false all of that may be. From the inner psyche that those bearing the curse of the Werbeast must delve into, and how the relationship between their own delusion and the truth itself is extremely unique in every Vargyr, to the interactions of these characters with the world, both in the horrific rites that come to be by their hands and in their interpersonal connections, these abominations, borne of the greatest mistake, have and will give rise to a truly gripping story. I’d like to thank the entire Vargyr community, especially MCVDK, Acostrob, Jentos and Nozoa for lending me their hand in reviewing, giving feedback, aiding in the writing of and giving me their support in this rewrite. I’ve certainly spent way too many hours avoiding procrastinating for my finals by talking to people about this rewrite to not thank the many people that gave me feedback on the rewrite: Christman, Victoria (Songwitch), Unwillingly, Tentoa, Zarsies, GlassySkies, Kujo, Werewolf, Rey, high_fire, creamynoteblock, Diogen, RaiderBlue and many more. Citations: The original Vargyr Lore https://www.lordofthecraft.net/forums/topic/186509-%E2%9C%93-event-creatures-bastards-of-the-wretch-variants-of-the-werbeast/ https://www.lordofthecraft.net/forums/topic/202370-%E2%9C%93-magic-lore-blood-magic/ https://www.lordofthecraft.net/forums/topic/192364-%E2%9C%93-world-lore-lunarite-steel-of-the-stars/ NOTE: Should this rewrite be accepted, all Vargs will remain as Vargs and their CA will remain active, unless they choose to be reverted. All previously Sigilled individuals will have to undergo the Sigilling ritual once more and put up an FA on the forums. Myself (child_neglecter), MCVDK and AzureSlug/sluggobuggo will be grandfathered as the three TA holders. Changelog: Spoiler - Added the fact that regeneration takes twice as long for injuries inflicted by fire for Vargs, upon suggestion. - Reduced sprinting to only capable of being done 3 emotes per roleplay encounter. - Added a redline providing justification and explanation for the effects of the "old person smell" following the formation of the Boon of the Elder. - Altered a redline that previously stated that Vargyr could crush flesh and bone, instead they can now greatly lacerate flesh and can break bone, wherein the breakage of the bone itself leads to a clean fracture, for balancing purposes, rather than completely crushing the bone, effectively giving unarmoured people a fighting chance at fleeing or battling the Vargyr, so that you do not have to be armoured in order to survive or aid in fighting in the battle against a Vargyr. - Added a redline about Druid Communion at the site of Creation rituals. - Added some more clarification to redlines regarding Iconography, that this also entails Paladin and Druid iconography as well as any kind of religious symbol, not just canonist symbols, but also clarified that Paladin, Druid and any kind of deific magic in itself doesn't count as iconography, and won't activate the Vargs' Iconophobia fear. - Added two redlines clarifying the effects of the Templars of Malchediael on Vargyr specifically - namely how a Templar's Trophy will still exist even after the dead Vargyr's revival, and that they feel uneasiness around the Bonfires of templars, but no "extra" fear on top of this, as their innate, instinctual fear of fire is limited to their beast form. - Added a redline I forgot to add about humans having an extended lifespan upon being Sigilled (they'll take twice as long to age), and that upon being Sigilled, Humans and Adunians above the age of 30 get de-aged physically back to the ages of between 25-30. - Provided a clarification redline regarding the Bezerkir state and how it actually functions in the Silver weakness section. - Added an explanation redline for the length of the Creation Ritual and the amount of detail put into it. - Added a clarification redline clarifying that Vargs will not remember the events leading up to their death. - Changed Redlines indicating that Sigilled aren't able to have any form of magic to allow them to possess Dark Magic and miscellaneous other feats and magic, but cannot utilise Voidal Magic or Deific magic. - Added Fythran. - Added some more details about how many Paladins or Druids must be needed for Blight Healing or Deific Purging to occur upon a Creation Site listed in "Creation". As well as this, clarified that a Corcitura will be purged of their original curse upon becoming a Vargyr, but will remain a Corcitura as a Sigilled. 49 Link to post Share on other sites More sharing options...
_Sug 2556 Share Posted May 16, 2023 It is time. 5 Link to post Share on other sites More sharing options...
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creamynoteblock 2426 Share Posted May 16, 2023 varg minecraft 9 Link to post Share on other sites More sharing options...
HIGH_FIRE 4118 Share Posted May 16, 2023 Me when I see the moon 🐺 1 Link to post Share on other sites More sharing options...
Jentos 6884 Share Posted May 16, 2023 Wheres the malepreg? 17 Link to post Share on other sites More sharing options...
Traveller 2182 Share Posted May 16, 2023 :3~~ rawr!!!! Link to post Share on other sites More sharing options...
Acostrob 256 Share Posted May 16, 2023 ostrobros we are SO back 2 Link to post Share on other sites More sharing options...
AzureSlug 6 Share Posted May 16, 2023 awoo!!! 1 Link to post Share on other sites More sharing options...
Diogen 3092 Share Posted May 16, 2023 beautiful lore glad to have been able to provide feedback during the writing 4 Link to post Share on other sites More sharing options...
Greehn 1850 Share Posted May 16, 2023 man i want to bark and howl really bad…. :3 2 Link to post Share on other sites More sharing options...
Kizaura 37 Share Posted May 16, 2023 ruff ruff Link to post Share on other sites More sharing options...
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