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[✗] [CA Lore] The Necromantic Simulacra


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[Main Lore]

 

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The Necromantic Simulacra

Through fel arts which herald from the age of Aegis, the undead have stood as a vile testimony to what once was, brought about by the beckons of occult magic and necromantic incantation. Whilst a persistent spirit may choose to linger in the form of a phantom or fleeting specter, these dastardly products of necromancy are instead brought from death, often against their will, as spirits torn from whatever fate they lingered in, or simply denied the Soulstream altogether. Thus, they are forced to bear a coil, whether their own or perhaps another fashioned as some flesh-wrought amalgamation, bound to permanent desolation in a withering host. 

 

The Infallible Curse

Those afflicted with the Infallible Curse — whether of their own accord or against their will — are forever bound to walk the realm. When the undying are disposed of, their restless spirit lingers in the world, unable to find peace beyond in the soulstream or the certainty of the Ebritaes. Doomed to the fate of the mortal plane, their spirit toils for days before it finds a new host to inhabit. After this time has passed, the residual energy of the slain undead is bound once again to some random corpse, the soul forcing upon it the burdens of the body the undead once had. Even for those who willingly succumb to the fate of the Infallible Curse, it exists as a hellish purgatory for the damned dead, as one may find undeath is not so easily escaped.

 

  • Undead have no ability to sleep, breathe, burn, etc. With no blood they cannot be poisoned or used as a source of genus, nor do they feel pain – or anything physical for that matter. 
  • Sunlight and holy magic will bring great physical pain to these otherwise unfeeling foes, with sunlight offering a burning sensation to uncovered undead which gradually turns from a benign tingling to a feeling of total immolation within a few minutes of exposure. 
  • Fire acts like sunlight to undead in terms of pain, yet causes no physical damage. 
  • This aversion to flame is present no matter its quantity, from a meager torch shoved before the creature, to a grandiose pyre seeking to reduce them to ash.
  • Aurum causes an excruciating pain for undead, who experience a terrible degree of pain from the material should they be cut by it.
  • Destroying or otherwise smashing the skull of an undead will always ‘kill’ it.
  • The undead can never be truly slain. That said, hard PK rules such as suicide still apply.
  • Following thirty OOC minutes after being slain, an undead will inhabit a new body, not requiring the aid of a necromancer.
  • Upon awakening, the undead will feel numb and disillusioned to reality, unable to recount the events leading up to their death just as anyone revived by the monks.
  • This process does not require the assistance of a necromancer. A body is simply found, the undead awakening with their ‘new’ body at their soulstone pillar or CT, though narratively they would simply have woken up somewhere else, presumably in the wilds. 
  • As undead monstrosities, necromantic simulacra are without genitals and incapable of FTB.
  • All undead, bar those listed as Cadaverous, require an accepted CA to play.

 


 

 

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The Cadaverous

Bearing no semblance of consciousness, these mindless undead are driven by primal disposition, kindled by lifeforce, and bound entirely to the necromancer who bound them. Whether immediately conjured amidst the fevered pitch of battle, or meticulously embalmed beforehand, these creatures serve as meager omens of the true powers of undeath. Cadaverous undead take many forms, from zombified horrors, to skeletal pawns, to the grotesque shamblings of animals raised from the dead. 

 

 

Spoiler

Skeletal Reanimations

Fleshless dead doomed to walk the earth, the fabled skeleton is a creature found both naturally and unnaturally throughout the world, whether that be a site of absolute slaughter and loss, or as the construct of a necromancer. Skeletal undead are simple-minded reanimations regardless of their origins. With their frame bound through muscle, tendon, or simply leather strips and iron links, they are a loosely patchworked set of bones that make up a human skeleton. Their intelligence is dull and dim akin to most zombified reanimations; skeletons are able to operate bows, utilize melee weaponry to moderate proficiency, and even do the dullest of tasks such as pulling levers or sweeping floors. Crossbows, arbalests, and other more complex machinery requires a group of three or more skeletons to figure out, often resulting in necromancers having droves of these simpler undead collaborating throughout their lairs. These skeletons are easily bested by hacking away their limbs, with the most surefire way to kill them being the skull. Smashing the skull of a skeleton will instantly sever the flow of lifeforce throughout its body, resulting in a most permanent death. No matter the reason, skeletons are a foe not to be taken lightly, as where there is one there are likely more, leaving a perilous threat for the lone traveler who delves too deep. 

 

  • Skeletal reanimations may be found in certain areas of death, or under the command of a necromancer. They may be found in the wild for the use of player events, but cannot be designated as necromantic creatures attributed to the art of necromancy. 
  • Without a necromancer to control them, “wild” skeletal reanimations will simply attack anything or anyone they encounter, possessing little synergy and coordination. 
  • They cannot be reasoned with, empathize, or communicate with descendants. They are entirely deprived of any spiritual presence and are virtually just primal beasts. 
  • Skeletons are weak, only able to wield light weaponry such as bows, shortswords, or buckler shields. Their strength is about half of what it would have been in life. 
  • In the same vein, skeleton bones are brittle and may be easily broken with swings from blunt and bladed weaponry, with their joints especially weak.
  • Joints of the skeleton may be muscle, tendon, sinew, or leather and iron links. Slashing these will cause whatever limbs are connected to fall limp.
  • Smashing the skull of a skeleton will instantly kill it. 
  • This may be from the swing of a sword or blunt weapon. Arrows and bolts may take a couple direct hits to result in the final death of the undead.
  • Skeletons are not smart on their own, but may have a collective intelligence when paired with others in the wild; alternatively they may merely be guided by a necromancer’s commands. 


 

 

Zombified Reanimations

Shambling undead are the most prolific variant of undead reanimation, found either in immediate service to a necromancer, or perhaps shambling crypts or places of death around as a taut and sinewy corpse in a state of perpetual unrest. Necromancers may puppeteer nearby corpses in the midst of battle, allowing them to create these zombified reanimations. Regardless of a corpse’s true age, upon being reanimated its flesh would sink back and decay, as if it had been dead for many years. While reanimated corpses will possess whatever it had on its person at the time of its revival, it would not be able to use it effectively. A revived bandit could function fairly capably with their leather armor and a dagger, though reanimated mage wielding an enchanted staff upon their death would be unable to use it to cast magic. Their hasty formation leaves zombified reanimations as crude and of poor quality, with their strength reduced by half of what they had in life, regardless of size. Their movement is slow, and their attacks are limited to lunges, frantic swipes, and so forth. They would be unable to wield a sword or bow effectively. Humanoid reanimations larger than average descendant proportions, or bestial reanimations larger than that of a wolf, would fall apart at their seams. 

 

Assuming the reanimation is capable of maintaining some semblance of its form, a well-placed strike to its skull would suffice to quickly destroy it. In the case of a zombified reanimation being puppeteered by undead, one need only attack the necromancer controlling it to cause the creature to waste away. Thus, a well trained soldier could easily take on one such creature with relative ease, though it is when found in greater numbers that these creatures may prove to be a greater threat. 

 

  • Zombified Reanimations are brought about by a necromancer hastily reviving a corpse in combat via Summoning. Alternatively, they may be found in the wild for the use of player events, but cannot be designated as necromantic creatures attributed to the art of necromancy. 
  • Without a necromancer to control them, “wild” zombified reanimations will simply attack anything or anyone they encounter, possessing little synergy and coordination. 
  • They cannot be reasoned with, empathize, or communicate with descendants. They are entirely deprived of any spiritual presence and are virtually just primal beasts. 
  • Any corpse may be stopped only by total obliteration of their skull regardless of the state of the necromancer’s connection. In that regard, reanimated corpses will still be physically hindered should they merely lose something like an arm or a leg.
  • Aurum is no more effective on reanimated corpses than regular weaponry. A mace will shatter their bones and a sword will tear through their aged flesh with ease.



 

Embalmed Reanimations

Whereas zombified reanimations are crude and often pathetic, embalmed reanimations possess a more perverted perfection achievable solely by a necromancer. While they do not possess the same degree of affinity as the living, corpses who undergo embalming by a necromancer and are then reanimated is far more durable; their skin treated and made sturdier to absorb more slashes, and their bones may take a few light beatings before being fully shattered. Being mindless undead, they are still slower, but they are also granted greater confidence in wielding heavy equipment; the corpse of a city guard may be embalmed and reanimated to carry the weight of its chainmail armor and wield its sword and standard, though will still lack the proficiency of swordsmanship possessed by the living. As for embalmed bestial reanimations, they may be granted a similar degree of resilience just barely below that which they possessed whilst they were still living; for example, and what they lack in prowess they make up for in natural abilities; such as a wolf’s speed paired with its bite. 

 

  • Embalmed reanimations must be created by a necromancer prior to a combative encounter, and must accompany the necromancer into battle if they are to be used. They cannot be “summoned”. 
  • Embalmed corpses will persist until they are destroyed, dismissed, or the necromancer’s oculus is removed; the latter case resulting in them turning on everything around them. 
  • Any reanimated corpse may be vanquished by the total obliteration of their skull, though they will still be physically hindered should they lose something like an arm or a leg.
  • Embalmed corpses are allowed precise movement than that of unprepared reanimations, though are still not as dexterous or precise as that of a living individual. These reanimations cannot wield magic, and may only possess the strength of a moderately athletic individual. 
  • Embalmed corpses cannot be superior in size than orc/uruk proportions if bipedal, or a brown bear if quadrupedal. Should they exceed these proportions, the reanimation will crumble away.
    • This does not apply in the case of an aberration. 
  • Aurum is no more effective on reanimated corpses than regular weaponry.
  • Necromancers must have their oculus while piloting prepared reanimations. The reanimations may persist through pain or wounds, though should the necromancer’s oculus be destroyed, they will quickly turn upon the closest target- even their master.

 

Flesh Golems

Where the rare skeletal or zombified reanimation may occur naturally within harrowed lands of the occult, there are such unnatural abominations that would only be wrought by the hands of one perverse in death. Master necromancers may patch and stitch crude behemoths of flesh, spanning from the size of a ker wolf to that of the simple-minded ogre, bearing massive patches of viscera and meat upon their frames. 

 

Flesh golems are towering monstrosities that have been purposefully crafted by a master necromancer, requiring the necromancer to be at least T4 to make such a large reanimation. These monsters may be animalistic, humanoid, or anything in between, ranging from the size of a ‘lur wolf to the height of an olog. A flesh golem that is made to mimic an animal has a max size of a large bear, while a humanoid flesh golem may at max be up to the height of an Olog. Anything larger will cause these golems to fall apart at the seams without the aid of a coven-wide oculus and the Sacrament of the Aberrant. The amount of bone and flesh needed for a flesh golem can range from 4 descendant-sized bodies’ worth, with animal carcasses being the easiest to use for crafting such large beasts. They may carry weapons, though are limited in their intelligence in how they may use it effectively. Crossbows and bows will be useless in the hands of these simple minded undead, with only melee weapons being truly effective in their grasp. Their attacks are slow, much akin to ologs in how they think and move, with their massive weight usually keeping them firmly planted to the ground. Due to the decaying nature of these mountains of flesh, they require upkeep. A descendant’s worth of flesh, whether that be from animals or descendants themselves, must be fleshsmithed onto the golem every two IRL weeks. Golems will die if their heads are fully removed or crushed, or if they are fully immolated/destroyed. Due to being giant walking mounds of flesh, they are highly flammable, and may easily catch fire.

 

  • Flesh golems require a T4 necromancer to craft, and may only be bound to an oculus at this tier or above. Flesh golems take up two lifeforce/reanimation slots to animate. 
  • A flesh golem requires the biomass worth at least four descendants, though a necromancer may use animals and whatever else they can find for creation.
  • A flesh golem bears the physical prowess respective to their size, that of an Olog.
  • Golems have a max height of an Olog (10ft) when upright/humanoid. Beastial or quadrapedal flesh golems are capped at the size of a large bear.
  • Golems are only capable of using simple melee weaponry, such as clubs or grafted bone blades, with ranged weapons being far too advanced for such a simple mind.
  • Flesh golems require a descendant's worth of flesh smithed onto them every two IRL weeks,
  • Golems may be killed by removing/squashing the head, or by setting the abomination aflame for six consecutive emotes, crumbling into dust. 
  • Necromancers must have their oculus while piloting prepared Golems. The reanimation may persist through pain or wounds, though should the necromancer’s oculus be destroyed, they will quickly turn upon the closest target- even their master.

 

 


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The Darkstalker

Born through profane sacraments, the Darkstalker is considered the penultimate achievement of undeath, brought forth by necromancers as an eternal knight-errant. Often the shells of once-great warriors or veterans, these spirits constantly wander the realm in the form of a derelict, yet resolute husks of undeath, their wrath and hunger tempered only by a deplorable trinket known as a Memento Mori. Few would dare to willingly give themselves into this deranged and twisted form of existence, and even those truly unsound of mind would surely hesitate at this notion of eternal enslavement. 

 

The Memento Mori

For those whose soul has been returned to the mortal realm, the tool of their resurrection acts as the method of their subjugation: the Memento Mori.  It is a grim reminder of the mortality they have lost — and that which they will never be able to experience again. They exist in variety, and no two are alike, for these trinkets were personal affections that signified something close to them in life.  They can be in the form of a portrait, a necklace, a ring or anything else that a person could conceivably fathom to hold dearness to. For when the reanimated are exposed unto this item, they are overwhelmed with emotions and feelings they cannot grasp, being no longer among the living.  The act of such incomprehensible memories causes grave mental duress and agony. Until the item is destroyed, a Darkstalker is forever at the mercy of its wielder.  

 

Redlines:

  • The memento mori is chosen by the Darkstalker OOCly when their CA is posted. This item is specific to the Darkstalker it creates and will not function on another. 
  • The memento mori must be Story Team signed.
    • The memento mori must be assigned as a Significant Lore Item.
  • The memento mori is not a phylactery, and ultimately the goal is for the undead attached to it to have the item destroyed to forever be free of its presence.
  • Orders cannot be issued without the object within the presence of the Darkstalker. 
  • Merely averting the gaze from a memento mori will not detract from its agonizing presence.  
  • Using the memento mori as a tool for subjugation requires it to be exposed to open air and for the Darkstalker to be within its presence.
  • Memento Moris must be destructible, and are unable to be made of thanhic steel, carbarum, or any other ‘strong’ materials. Likewise, memento moris cannot be inaccessible, such as hiding them in a voidal pocket, or placing them in another plane of existence.

 

Physical Description

Bearing a deathly visage, all darkstalkers are clearly identifiable as undead whether they are mummified corpses or fleshless skeletons, and as time passes the creature becomes more and more unsightly – though will never expire from mere age. As undead, darkstalkers harbor limitless endurance, never to tire or falter, meaning they can spar for days if not weeks until their bodies succumb to the destruction of battle. Their height and stature are the same as they were in life, viable only to change through fleshsmithing done by their necromancer. Though the darkstalker’s raw strength is only comparable to the peak of their living counterpart, their resilience is heightened and they feel no pain. The durability of their body is likewise increased, making slashing and piercing weapons rather benign against these undead, save for crucial ligaments; one well placed hit from a greatsword may sever or crush a limb, offering a more precise attack to their frames. When unburdened by excess weight, such as armor or heavy weapons, darkstalkers may be incredibly spry and quick, easily capable of outrunning encumbered mortals and even some elves. However, while untiring, should a darkstalker equip plate, they would do so at the cost of skill and rotational movement. 

 

It should be noted that destroying the body alone will not kill a darkstalker, as their skull will continue to live on. Only by smashing or obliterating the skull will a darkstalker finally succumb to death, albeit temporary. Three direct shots from a crossbow, or hits with a sword, would likely obliterate the skull. More blunt objects, such as a hammer, are more effective in crushing the skull, accomplishing such in a mere two hits. Should the skull be removed from the body, it will simply fall inert and crumble until the skull is set back into place.

 

Mental Description

Though these creatures experience little physical pain, the mind of a darkstalker is ailed by perpetual anguish. No longer among the living, darkstalkers are incapable of experiencing the emotional constructs of mortals, now made apathetic, if not even cruel, immoral, or evil as a result of their detest for those who live. Though they may feign some moral code or conscience as to integrate themselves amongst society, this becomes increasingly difficult as their despondency and hunger for mortal flesh quickly overcomes them, perpetuating the fear of those living dead that walk. As a result, these cursed warriors are burdened, forever knowing that their spirit was not meant for the vessel they now inhabit, whether or not it was once their own. They are forced to witness the joys that all who experience life without a second thought, whilst the dakrstalker is left in woeful envy as they would give anything to partake of that which they are now so deprived of. This leaves the darkstalker entirely divorced from human emotion, leaving them sadistic and cold, caring little for the world. 

 

When placed in the presence of their Memento Mori, however, the anguish of the darkstalker is amplified tenfold, causing inescapable agony of the mind and leaving emotional scarring in its wake. 

 

Perennial Hunger

The constant vacuum of entropy that is the darkstalker soul requires fuel to keep the knight resolute, both in body and in mind. Every 2 OOC weeks, a darkstalker must drain one unit of lifeforce from a living mortal, requiring at least a descendant’s sum of energy in total. Should they refuse or are rather unable, their body will begin to weaken to the strength of a scholar, as armor becomes more unwieldy to don, even barred from abilities gained in their ascendancy. Not only are they more frail and bones grow more brittle, their mentality turns to that of a starved lunatic, driven mad at the mere touch of lifeforce flowing within the living. They may appear ghoul-like, frantic to find their next meal as to even tear the flesh from their victims in pleading hunger.

 

Darkstalker Growth

The eternal unlife of a darkstalker is not only a miserable existence of stagnation; likewise to the living, they may climb and clamber to higher aspirations. The first step of this journey entails the budding Darkstalker consuming three additional drainings of lifeforce over the course of four narrative years, before allowing them to fully ascend to the state of Regressed. To become Paramount, however, the Darkstalker must strike an accord with a necromancer, undergoing the Sacrament of Culmination. 

 

 

Spoiler

Nascent Darkstalkers

The undead has only just been awoken and pulled back into life from their terrible slumber. A state of confusion, guilt and regret, undead of this tier are prone to emotional outbursts and other mental ailments characteristic of an unstable, tormented mind. At this stage, they are granted very little manipulation over lifeforce and their own decrepit forms, yet just enough so that they might ascend. 

 

Darkening

Similar to their necromantic subjugators, Darkstalkers are granted the capacity for Darkening, that is, draining lifeforce from both their surroundings as well as mortal men. 

 

  • Non-combatively, Darkstalkers may perform Darkening by manifesting an abyssal aura which appears as a thick black haze which swirls around their hand. With this, they may manipulate lesser living lifeforms as they see fit, such as a patch of grass or shrub. So long as it is touched or in the immediate proximity of the darkstalker (5 meters) they may steal the life from it so that it appears withered and decayed. This grants no benefit to the undead save for a slight euphoria, though does nothing to replenish their energy or ability to cast, only fostering a further sense of hunger. 

 

  • The darkstalker may also use this method to a more malefic capacity, capable of actively sapping the lifeforce from a descendant in order to sate their hunger. This requires two emotes for them to manifest the haze of lifeforce around their hand, before grappling their target upon the second, and draining them fully upon the fourth. The pain would be overwhelming, with the victim gradually becoming weaker and frailer until fully incapacitated. This first draining would not kill them outright, though would render them unconscious and gaunt for a moderate duration until aroused. Should they be drained yet a second time, the individual would shrivel up and be killed.

 

  • In contrast to the victim’s agony, the darkstalker is granted a brief euphoria and sense of vitality when draining, equivalent to a brief yet potent high which lasts for a few moments after the draining is complete. Though this does not make them any stronger or improve their physical state to any significant degree, it would be heavily addicting and drive mad the longer they attempt to go without it. Knights who deny themselves draining will go mad from their lack of the vital sustenance they so deeply crave, becoming weak and lethargic until they inevitably waste away and die.


 

 

  • Direct touch must be maintained the entire spell’s duration for success. If interrupted, it may be resumed from where it left off should the Darkstalker re-establish direct contact.
  • Touch draining requires 2 emote to channel + 2 for full effect.
  • Cantrip draining cannot be used to drain more than plants and small animals. It can inversely be used to replenish the life of such creatures for aesthetic only. Only up to five meters around the necromancy can be drained via cantrip at once, having no effect on nearby mortals/large animals.
  • Mortal/Combative draining refers to the draining of any humanoid, mortal, or otherwise player character that is not explicitly weaker or more resistant against necromancy.
  • Combative draining does not wipe the memory of victims.


 

 

Engorging

Three additional darkening drains, separate from those used to sate the Darkstalker’s own hunger for lifeforce, over the course of an IRL month are required for the undead to become Regressed, another step in their acclimation to the undying burdens they harbor. Draining does not need to be done within the first month, simply darkstalkers are unable to advance to Regressed until a month after awakening. No physical changes appear, simply the lifeforce available within a darkstalker grows upon their ascension.

 

  • Consumption is the only way to ascend from Nascent to Regressed.
  • Three units of lifeforce must be directly drained.
  • For reference, descendants harbor two counts of lifeforce, dying being drained twice.
  • After an IRL month has passed since their creation, a darkstalker will be able to ascend if or when they drain for their third time, though not before. 

 

 


 

 

Regressed Darkstalkers

Having grown more accustomed to their contemptible existence, undead of this progression possess a better temperance of their bestial tendencies and depravities by virtue of the proverbial equilibrium they have reached between life and true death. Here, they may more aptly learn to manipulate their own reservoirs of lifeforce, as well as consuming that which lesser mortals bear in order to achieve true clarity. 

 

Flesh Facade

Unable to fully disguise on their own, a regressed darkstalker relies on the mastery of flesh that necromancers wield to construct crude facades of skin that ultimately fail to liken them to the living. 

 

 

  • By fleshsmithing a corpse’s worth of biomass, a necromancer may cover the skeletal darkstalker with a crude patchwork of flesh and sinew, creating a husk. This husk appears somewhat unsightly, often holding the effects of disease, rot, or blight in some of its areas. Eyes appear glassy, muscles twitch or are unresponsive in general, with it quite literally being a suit of meat inhabited by an alien skeleton. Fueled and nurtured by the darkstalker’s lifeforce, the knight must be fed as to prevent further rot and decay of their disguise. Darkstalkers that have not fed in two weeks are incapable of bearing these grim visages, with the husk quickly decomposing within an OOC day of enaction. 
    • Likewise, freshly born darkstalkers that have not ascended to become Regressed do not harbor enough lifeforce to support a fleshy husk.
  • The disguise may easily be tarnished by combat. Swords may rend away the flesh from bone, and fire may smolder away the remnant grafts. Bearing no blood in their dried veins, the used is otherwise embalmed and lacks any signs of life (no working organs, blood, etc.), the wear and tear of battle can easily deteriorate the flesh, only able to be sewn and rendered back together by capable necromancers. Notable as well, if a darkstalker casts any spell other than darkening, their husk will rapidly begin to rot and decay. If fully removed, or upon death of a darkstalker, a new husk must be made entirely.

 

  • Husks give no combat advantage whatsoever, and cannot be used to mitigate damage.
  • Husks are incapable of use when Nascent, or when enfeebled by hunger.
  • Husks require a necromancer with fleshsmithing and a descendant’s worth of biomass to create.
  • Enacting any spell that is not darkening will immediately begin to corrode the husk within 4 emotes.
  • Husks naturally appear deathly or grim in some way, unless harnessing illusion or otherwise.


 


 

Bonecrafting

Because of their increased affinity over death and the macabre, Regressed Darkstalkers, in emulation of their undead lords, may perform a deviation of Boneforging yet with greater resilience for their needs.

 

  • Bone and cartilage may be molded by a Regressed Darkstalker by weaving their malignant lifeforce into the material, thus making it malleable, to then subsequently mold, carve, or shape it as they see fit. This may be used to create cheap weapons that compare to steel in their durability, though are far more brittle than most plating and mail when used in armor. 

 

  • Unlike necromancers’ boneforged weapons, these weapons may take virtually any shape, such as longswords, axes, polearms, etc., and would be wielded as would a regular weapon of that type. Though granted strength just barely beyond that of basic iron due to the impression of lifeforce, these weapons are still made of bone and are thus relatively fragile to blunt force, cracking or shattering upon meeting harder materials such as steel. 
  • As for armor made through bone forging, it is relatively lightweight, allowing for undead and necromancers to equip it without hampering their casting ability. While this armor may be more 

 

  • effective against slash and puncturing attacks, it will quickly succumb after a few heavy or blunt hits. Whereas a sword might take three or four strikes to gradually crack and eventually break apart the armor, heavy weapons such as a mace or greataxe can easily shatter it in a single blow. 


 

 

Performing boneforging requires the Darkstalker to be in a relatively quiet and focused environment in non-combat, such as a dungeon or lab. Regular bonesmithed weapons and armor may merely be signed by the Darkstalker who made them, unless imbued with a plague, in which case they would require ST approval. 

 

  • Bonesmithed weapons and armor have durability no greater than that of iron/chain. 
  • Bonesmithed armor is as light as leather or chain, but may only survive about two or three blunt strikes before cracking and shattering, though is more resilient to slash attacks. 
  • Bonesmithed weapons are unable to puncture anything greater than chain, and will crack and shatter upon harsh contact with steel, but are still more durable than they usually are.
  • Only lesser maledictions or plague may be placed upon bonesmithed weapons. Because they are unable to create plagues/curses on their own, cursed bone weapons require a necromancer’s aid. 
  • Any mortal bones may be used, although if the bone used is from a particular lore creature that might grant it special effects (i.e. draconic bones), it would require ST signing regardless.   

 


Paramount Darkstalkers

The apotheosis of undeath, only Darkstalkers possess the resilience to withstand the ritual for this state, and rarely do they truly obtain the means to do so. Their hunger grows more ravenous than before yet they are also endowed with more boons, glimpsing further into the powers of necromancy and gaining a mastery of mortal will unparalleled amongst the living, and even the dead. In order to be ordained a Paramount, a Regressed Darkstalker must come before an Archlich and have the Sacrament of Culmination be performed upon them at a Rift of Heith-Hedran, thus marking them as inheritors of great power. 

 

Heith-Hedran Borne

Bequeathed their title by an Archlich, the Paramount Darkstalker is made more in-tuned with the powers of Heith-Hedran, granting it an affinity for skills often entirely foreign to undead servants. By this, a Darkstalker ascended to Paramount may participate in rituals that often require other necromancers, acting as though they were a T4 necromancer, though this does not grant them access to other spells of necromancy, they may assist their coven in the practice of those rites and rituals, and perform a select number of rituals on their own.

 

The Resonant Flame

The furious outpour of lifeforce from Heith-Hedran manifests itself curiously; as a flame born of tumultuous darkness, embodying the ire of undeath. This flame, which paramount Darkstalkers may produce from their core, greatly differs from mundane fire, bearing no heat nor light, unable to burn, scar, or char anything; but being of the abyss, it possesses an odd chill to mortals who would dare to put a hand to its lick. In its immediate proximity, the living would feel uneasy and anxious, wracked with the ominous chill emanated by the flames. Undead, on the other hand, feel a sense of relief when in the presence of this fell fire, an emotion otherwise lost to the agents of Rh’thor and Mythul Tlahn alike. The abyssflame consumes any light that nears it, creating natural areas of shadow and night where it is placed. Abyss Fire, not searing and burning as fire often does, is relatively benign on its own. It is the weapons it may be applied to, however, that cause such grievous injury, enabling Darkstalkers to apply it in three distinct forms: conjure, enwreathe, and evoke.

 

Conjure: a Darkstalker may call upon the embered flame of their soul to hold it within their hand, either to perhaps receive solace or place into some receptacle such as a lantern or firepit. In the radius of the flame, all other light would be swallowed up; torches would be blotted out, active fires extinguished, and so on. When applied to an item used in combat, the meager flame may snuff out small, non-voidal fires within two meters of itself. Yet when abyssfire is amassed into something like a pyre, the effect can spread to a maximum of fifteen meters, where light will fail to enter such a radius, and undead/accursed souls are granted reprieve in its embrace. Conjuring abyssfire has no set emote count outside of combat, requiring only one emote to conjure it, and another if the Darkstalker wishes to imbue it into an item. Items imbued with such a flame may take on an ashen and corrupted appearance, and may be any item capable of holding flame such as a cistern, lantern, bonfire, torch, etc. If the item is able to be used in combat, such as a sword, conjured abyssfire grants no additional effect, unless made particularly via Behollowment, which is outlined further below.  Abyssfire items require ST signature, and may be mechanically represented however wished.

 

Enwreathe: a Darkstalker may wreath their blade in soulflame at the cost of its durability. This is done over two emotes, where on the second emote the black flames will lick the edges of the weapon to produce the full effect. Though this would grant the weapon twice as much force when swung, it would also increase the weapon’s weight by up to 10lbs (4kgs), allowing for the weapon to be more deadly but also more unwieldly. For example, normal blades that weigh anywhere from 2-4lbs pounds on average would be raised to about 10-12lbs when enwreathed, allowing for a heavier hit at the cost of dexterity and movement. Both the black soulfire and the force of the attack itself weakens the durability of the weapon it is used upon, and most regular iron weapons will crack and shatter after merely one use. Were the blade to come into contact with another metal object, such as armor, a shield, or even another sword, the sheer force and weight of the weapon would rend through the other object. Objects of iron durability or lower would likely be rended, cracked, or even shattered based upon the weight of the enwreathed weapon, though more durable materials would likely only receive a dent, and in the case of armor the strike would likely cause bone-breaking blunt force. The spell has no max amount of casting, and generally requires one to prepare other weapons in lieu of destruction. Due to it obliterating weapons in one strike, it should be rarely used, and carefully drawn upon. Only Khor blades are resistant to this spell, shattering after three consecutive uses of enwreathe without being given time to repair.

 

Evoke: coalescing the abyssal flame, a Darkstalker may create a small, yet powerful combustion in or thrown from the palm of their hand. Though brief, the spell is potent in its form, with its strike equivalent to the swing of an orc. The form of the flame may take any shape, so long as it is no larger than a basketball and remains relatively crude. Should it make contact, the flame would blast light and enfeebled foes off their feet, and even the most resolute of enemies would find themselves to be pushed back. It will also daze the target, immediately severing all magical connections and knock the wind out of them temporarily. The flame may even go so far as to dent armor, though being only blunt in its force, will rarely maim or cause lasting physical damage, and is more prone to causing blunt trauma than external wounds. Invoke requires two emotes to cast, with the first entailing the conjuring of the flame, and the second being its release; it is primarily intended for close combat. 


 

Redlines

  • Abyssflame may color from black to odd whites, unable to be anything that isn't monochrome.
  • In general, abyssflame has an aesthetic effect in a two meter radius, making undead feel comforted, and the living slightly uncomfortable. 
  • Abyssflame can never “burn” someone, holding instead a concussive weight when used in combat.


 

 

Conjure Redlines

  • Conjured abyssfire is purely aesthetic in all regards, and any changes in items imbued with it only harbor minor aesthetic changes with little to no bearing on combat.
  • Abyssfire, when out of combat, has a cantrip radius of a torch (two meters) in which its effects spread, diminishing and snuffing out mundane fire in its area. It cannot purge voidally evoked fire/light. 
  • Undead within range of the flame will feel comforted by the abyssal fire.
  • Items imbued with abyssfire must be ST signed, yet builds incorporated in the world with it do not.

 

Enwreathe Redlines

  • Enwreathe may only be cast upon a weapon within grasp of the darkstalker.
  • Enwreathed abyssfire requires 3 emotes in total to cast, two to charge and the third manifests the flame upon the weapon. The third emote may be stalled for two emotes at most until the spell fails.
  • After the blade strikes any surface, the sword obliterates and the spell wears off.
  • This may allow fragmentation to become lodged in a wound.
  • While the spell is made to allow for passage with blades, blunt weaponry may likewise utilize this spell, though they will still be obliterated after use.
  • This does now allow swords to go through any material stronger than what they may normally puncture, such as steel, but rather it makes it easier.
  • Enwreathed abyssfire may only be used by fed, paramount darkstalkers.

 

 

Evoke Redlines

  • Invoke requires 2 emotes in total to cast, and has a maximum range of up to two meters, fizzling out should it exceed that range. It is intended to be a quick, close-combat spell. 
  • The invoked abyssfire may not be larger than a basketball, and only affects where it strikes.
  • The shape may be altered slightly, but nothing too uncanny or out of character.
  • The concussive force is the same as a combustive large fireball, bearing the strength of an orc’s push.
  • The effects of dazing and having one’s wind knocked out would debilitate for at least one emote before the individual is allowed to recollect themselves and rise.

 

 

General Redlines

  • Darkstalkers are undead with no muscles or living flesh, meaning that they have limitless endurance and may run or stay in combat for longened periods of time.
  • Darkstalker bones are strengthened by the residual lifeforce they garner from draining, making their structures less brittle and tougher against physical force.
  • Only the wear and tear of such activities will hinder them. 
  • Darkstalkers may exert physical strength equivalent to that of a knight; knights are as strong as their peak, living descendant counterparts and are unable to grow physically stronger.
  • With a lack of weight, they are fast and spry. Even with armor they are still quick, yet cumbersome with the constricted movement plate armor gives.
  • Darkstalkers may withstand some hits to their skull, allowing it to chip away. Only when the skull is completely obliterated, or fragmented, will the darkstalker die.
  • This requires three well placed shots from a crossbow or sword to destroy the skull. A warhammer only needs two well placed hits. A warhammer strike against an unarmored darkstalker, when pinned against a solid surface, would only require one hefty strike to obliterate the cranium.
  • They are not harmed by poison, drowning, etc. as there are no lungs to drown or blood to clot; only sunlight, flame, and holy healing bring pain. They need not eat or sleep, nor do they age. 
  • Direct sunlight will bring about a burning sensation, gradually feeling as though their entire body is on fire with enough exposure, yet cause no true harm. Fire has a similar effect. 
  • Holy healing includes paladinism, and any other magic that directly attacks dark beings.
  • Any darkstalker that does not harbor a natural skeleton, or is larger than a descendant requires an Mart; i.e. a swarm of insects, an olog, or a serpentine abomination.
  • A darkstalker is unable to learn any magic, and any 'magical' feats.
  • Only knowledge-based feats such as alchemy, arcane displacement, or sorvian sculpting may be learned. This list is exhaustive, and only permits feats which don’t require a pure soul.
  • Should a Darkstalker not feed every 2 OOC weeks, their physical prowess is reduced to that of an enfeebled scholar, simultaneously barring them from any ability in their ascended arsenal, save Darkening.
  • This regression proves it is unwieldy for a Darkstalker to champion armor or wield a blade.
  • Darkstalkers require a valid CA to play, and must be properly raised by the Sacrament of the Usurer. They are not an open CA race. 

 

Darkforging

There are a great many things which inflict mortal toil; from the dashing of one’s foot against a stone, to the venomous bite of a wretched serpent. An infallible presence, the iniquitous aspect of man’s pain cannot be denied, and such may even be drawn upon to the advantage of the damned. Thus, those wrought from the grave by lifeforce, in knowing ultimate pain themselves, may grapple with human suffering — whether under a cloak of ash in some dark forgotten forge, or perhaps before an altar as an offering to some dark sovereign. Such objects would often be condemned as objects of dark invocation, which remain riddled with curses and maledictions the likes of which man has often feared. Yet these objects remain far greater weapons to those few who would be the wiser of their true nature — and still be so bold as to wield them. 

 

 

Spoiler

Darkstalkers can create powerful weapons by wreathing their lifeforce into an object at the moment of its creation, manifesting relics of unfathomably dark power. This often requires that the Darkstalker be provided an environment  where they may focus on their work; and while a weapon made of mere bone might suffice merely a quiet room and a heap of cartilage, the creation of a metal blade would necessitate a forge where they could weave their malignancy into the weapon as its very conception. These creations must be ST signed, and can only be created by a Darkstalker of the proper aptitude. 


 

Behollowment

Potent in application, the powers of abyssfire need not be confined solely to flaming blades; a paramount Darkstalker who is capable of wielding abyssfire may create objects imbued with more potent effects than if applied in a more cursory setting. Objects behollowed with abyssfire will take on various aesthetic properties, including a worn and ashen aesthetic, trailing fading cinders, and having an overall decrepit aesthetic. Functionally, the effects will vary based on the receptacle or object which it is put into, and all items imbued with such a flame may take on an ashen and/or corrupted appearance.

 

  • Receptacle: a Darkstalker may imbue torches, lanterns, or any receptacle for flame or light with abyssflame. In the radius of the flame, all other light would be swallowed up based on the general size of the receptacle; regular torches would be blotted out, active fires extinguished, and so on. While a medium lantern might only function in a two to three meter radius, a campfire might encompass up to fifteen meters, and larger quantities of abyssfire even further within reason. Additionally, within the embrace of these receptacles, undead/accursed souls are granted a small amount of reprieve.

 

  • Weapons: a Darkstalker may imbue melee weapons with abyssfire, granting them a permanent effect similar to that of Enwreathe, albeit weaker. These weapons would be granted up to a third of their initial weight, and would swing with an additional third of their initial force, trailing ashen remnants behind it with each strike. Though striking with it does not instantly damage and destroy the blade as does Enwreathe, the additional force of the strike will slowly wear away the blade until it becomes blunt after a couple uses, thus requiring more active upkeep to ensure it does not become too dull. 

 

  • Armor/Garbs: a Darkstalker may imbue items of clothing and armor with abyssflame, causing it to take on an ashen appearance and trail shadows or licks of abyssflame behind it. Though this is mostly limited to aesthetic, these armors serve to better conceal individuals while in complete darkness, allowing the wearer to become practically invisible when in the embrace of natural shadow — though rapid movement will still result in the blur of their form being visible if there is enough light to see it. 


 

 

Redlines

  • Most hand-held light receptacles will not have a radius greater than that of four meters, whereas a brazier or bonfire might extend upwards of fifteen. 
  • Behollowed weapons will become too blunt to cut an individual after about three to four strikes. 
  • Behollowed clothing and pieces of armor do not grant full invisibility, but simply make it more difficult for the individual to be seen while concealed by natural shadow. 
  • Items imbued with abyssfire must be ST signed, yet builds incorporated in the world with it do not.
  • Items that have custom effects not outlined here quire a MArt or lore addition. 


 

 

Deathmark Weapons

While mortal blades might cause a man to bleed red, weapons marked for Death by a Regressed Darkstalker are granted the capacity to not only lease blood from a wound, but also lifeforce. These weapons can be made of bone and often are granted to mortal servants of the Darkstalker or their necromantic lords themselves. To forge a Deathmark weapon, the Darkstalker may take a weapon made of bone and douse it with mortal blood before binding the blood to it with their own blackened lifeforce. This causes the weapon to take on a slightly darker hue, like that of dried or rotting blood, which permeates the once calcic bone. 

 

  • Deathmark weapons are unique in that any wounds they inflict cause the individual to rapidly bleed lifeforce in addition to regular blood — should they have blood or lifeforce to bleed. The wound would become darker, though not manifest any sign of necrosis. Though it would not bleed enough to cause the victim deathly harm on its own, the bleeding of lifeforce would result in the mortal’s health gradually diminishing over the next five emotes following the wound. Over this period of time, stamina would deplete more quickly, and the individual would appear to age outwardly at a progressively rapid pace, with wrinkles forming in the flesh and their hair becoming more brittle and grayed. If the wound was minor it would scab up and heal on its own, though larger wounds would require the proper amount of medical assistance to heal, assuming it was not fatal. 
    • Once the wound has been sealed, and assuming the victim is still living, the mortal would recover their strength and return to normal over the course of one IRL day. 
  • So long as the wound is actively bleeding lifeforce, the mortal is more susceptible to the influence of lifeforce manipulation, requiring 1 less emote to be drained by Darkening, as well as 1 less emote for maledictions to be incited — whether from a distance or directly. 


 


 

Redlines

  • Wounds inflicted by this weapon are no more fatal than regular wounds on their own; puncturing a lung with this weapon would be no more effective than with a longsword. 
  • This means that wounds can be treated by regular alchemical or medical means to seal the loss of lifeforce, assuming they are proportional to the wound inflicted. 
  • ‘Bleeding’ lifeforce requires the weapon to inflict an open wound. 
  • ‘Bleeding’ lifeforce would not kill the individual on its own. Severe wounds are more likely to kill a mortal out of severe blood loss or loss of critical function than for their lifeforce to be depleted. 
  • In that respect, the hastened aging might kill someone if they were near or over their age limit; a human of 130 years would probably die as a result, but not one of only 40 years. 
  • Following the treating of the wound, the individual will feel their strength returning, their youth coming back to them assuming it was not lost to begin with. 


 

 

Khôr-Blades

Forged of blackened steel submerged in stagnant lifeforce, khôr blades are tethered to the very soul of the darkstalker. These weapons are forged where the Lifebanks are most thin, often in proximity to, if not immediately at, a rift of Heith-Hedran. The end of the sword is submerged in the world scar of Heith-Hedran by its owner, granting the blade a corrupting appearance; the visual effects present differ with each weapon, though generally they will appear black as moonless night, sometimes harboring gray veins within the corrupted steel and taking on a brittle and ashen appearance. Regardless of its maker, all khôr blades appear unearthly, clearly tainted by the vile magic that creates it and the symbolism of its maker.

 

  • Khôr blades, or black blades as they are referred, are capable of inflicting abyssal wounds upon mortals that are struck by the sword on their flesh. Assuming the wound in question did not kill the individual, it would quickly scar up after one narrative hour, leaving a scab of festering necrosis that leaves the skin around it sickly and black. If the wound is not addressed within one IRL day of infliction, the limb would be fully lost to necrosis, requiring amputation; and even if treated in time, the scar can never be fully removed outside of holy magic. This means in combat, one may bleed out from the average amount of strikes from blood loss, yet those who survive the ordeal suffer at a price. 

 

  • Should an individual survive the ordeal and still bear the scar, should they openly encounter the Darkstalker who inflicted the wound they would feel a searing sensation at the site of injury; and though not being entirely debilitating, this would certainly inspire great anguish. 

 

  • Khôr blades possess heightened durability alike to that of high-grade steel, enabling the weapon to take on more direct hits and be less susceptible to the effects of enwreathing — thus allowing three consecutive empowered strikes before it shatters. After combat, a Khôr blade will slowly mend itself of any damage it has taken using the Darkstalker’s passive lifeforce, assuming it is not shattered beyond repair. If abyssfire obliterates the blade, a new blade must be forged entirely.

 

  • Because they are forged by a particular Darkstalker and for that Darkstalker alone, Khôr blades cannot be wielded by any mortal man. Should a living individual attempt to pick up the weapon, they would feel a searing, fire-like pain where they had made contact, necrosis beginning to form should they continue to touch the blade for a prolonged period of time — this includes necromancers, though undead would not contract the necrosis. Even were the individual to protect themselves from the necrosis by wearing gloves, they would find the weapon to be incredibly weighty and unable to be wielded without causing the individual to stumble and fall from the weight; though to the Darkstalker the weapon would weigh the same as any other might while within their grasp. 

 


 

Redlines

  • Khôr blades should designate the Darkstalker to which it belongs and be ST signed. 
  • Khôr bound weapons may aesthetically appear however their owner wishes, as long as they are visible and clearly tainted or corrupt. No invisible black blades.
  • Khôr blades when striking flesh will cause normal bleeding, and a dull additional pain of necrosis.
  • Though the spread of the necrosis may be halted by alchemical or medical remedies, the scar will still remain unless cured by paladinism, shamanism, or necromantic cauterization. 
  • Necrosis causes bleeding to cease an hour after it starts, unless treated with mundane healing quickly.
  • Mundane healing will stop the bleeding, but not the abyssal wound.
  • Only one Khôr blade may exist for a Darkstalker at a time. 


 

 

 


 

 

 

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The Archlich

Empowered far beyond mortal scale, the first Archliches came to the realm stolen from the far away land of Rh’thor. Being elder necromancers who bargained and schemed their way to the top of their hierarchy and achieved immortality, an Archlich differs from a lich through the mastery they hold over the dead.  It is for this reason that knowledge on attaining the power of the archlich is safeguarded to only the most venerated of necromancers. The Archlich exists beyond the lichdom of yore, in a state that garners and attracts the quintessence of death, acting as a beacon to the damned and commanders of their coven.

 

Physical Description

The shrewd Archlich can take many forms – ranging from fleshy half-skeletons draped in ceremonial shrouds, walking corpses covered in linen as mummified demons, or the rotted, gaunt reflection of the image they held in life. They have no organs to puncture or wound, nor blood to spill- though their bones are brittle to blunt-force trauma, making heavy attacks a distinct liability. Being undead, however, the Archlich cannot be defeated entirely unless their skull is completely destroyed; even should it be separated from their body, they may still go on ‘living’ in the remotest sense of the word.  Having retained their practice of necromancy, as well as gaining an affinity for studying other arcane techniques, the Archlich is much less durable than that of other undead, though still possesses physical strength similar to that of a living, starving necromancer. Because of their weakened structure, Archliches cannot don any armor nor wield weapons with great proficiency; but while not particularly regarded for their martial prowess, the Archlich is infamous for its mastery over the dark arts. Though unable to equip armor, they may choose to wear thin layers of gold for aesthetic assuming it does not make direct contact with their ‘flesh’, and bone armor curated to their necrotic form may also be donned. 

 

Like most undead, should only the Archlich’s body be destroyed, their skull may continue to live on. Only by smashing or obliterating the skull will an Archlich finally succumb to death, albeit temporarily. Two direct shots from a crossbow, or from a sword, would likely obliterate the skull. Blunt objects such as hammers and maces are more effective in crushing the skull, which may be accomplished in a single hit.

 

Despite its great power over undeath, the Archlich is still susceptible to numerous effects. Holy magic causes inherent harm due to its unholy nature, and successfully enacting a full purge upon their corporeal body would result in it demanifesting for a time. One of their greatest banes is that of the sun, with its shining rays causing burning sensations after short periods of time. Only a few minutes of exposure would encompass the archlich with a horrid pain of immolation, as though their exposed form was engulfed in flame. Gold and fire both inflict similar pain, though cause no physical damage to their forms. The greatest liability of the Archlich is their susceptibility to being drained by fellow necromancers, or even opposing liches. Despite their soul’s close connection with the lifebanks, the corporeal presence of the Archlich is easily consumed by the effects of Darkening. Even at their full capacity of lifeforce slots, an Archlich needs only encounter four consecutive drainings to have their skeletal body crumble into a heap of bones and dust.

 

Mental Description

More often than not, the Archlich is a violent, cruel, and sadistic thing. Their minds, perverted by undeath, are wracked by a hunger for lifeforce that inevitably consumes them, driving them to the brink of madness and occult dabblings alike. Even the wisest among these powerful undead are numb to the realities of life, divorced from the human empathy they might have once possessed. Despite this, these creatures are not inherently evil, nor do they exist hellbent on seeing the world burn, but rather are driven to extreme lengths to achieve their own goals, advancing goals that they themselves might view as ‘beneficial’ for the rest of mankind. Regardless of how the Archlich has been marked as an aberrant monstrosity and coldhearted perversion of undeath, many exist with logical convictions that can give a facetious semblance of morality — feigning moral codes in order to reach to something that they fully understand to be lost. Frail when outside a stagnated domain, Archliches are often reclusive and make recourse to the support of their coven or bound Darkstalkers in order to get things done. Nevertheless, their rule from the shadows is one to be feared.  

 

Walker of Heith-Hedran

Unlife incarnate, the Archliches of Heith-Hedran walk a terrible line between the mortal realm and the veil of lifeforce they have torn. In desperate attempts to receive limitless power, the Archlich seeks to bind themselves to these faults of the Life Banks, serving as both the anchor and font of their dark powers. This interaction with the Lifebanks renders the Archlich similar to that of a wound in Heith-Hedran, albeit inferior in scale — their presence dampening the veil of the Lifebanks rather than outright tearing it asunder. Thus, to further their power and influence over the realm, Archliches often seek to build great monuments where the pylons of their covens stand, a testament to their desire to hold all life in the palm of their fetid hand. 

 

 

Spoiler

The soul of the Archlich is perpetually bound to Heith-Hedran, marking it as the source of their power and anchoring their influence over life within the material realm. This makes them almost like a ‘living’ disturbance in the lifebanks, though their presence is more akin to a ripple or pressure on the veil than a fissure or tear. Though their eternal existence is not contingent upon these tears in the veil, an Archlich would find their connection to it heightened when in proximity to a rift or subsequently bound pylon. When outside the range of the Black Banks’ influence, however, the Archlich would harbor more powers more akin to the liches of old — though they are still far more formidable due to their mastery over undeath. 

 

Necromantic Lord [Passive]

 

Capable of capitalizing on the arcane brilliance of their newfound dragonflesh, an Archlich is able to expand their studies to other fields further beyond that of their necromantic pursuits; and thus the slotting cost of necromancy is lowered to 3 slots for an Archlich as opposed to 4. Yet their dark, corrupted souls prevent delvings into magics that may otherwise conflict with their ability to utilize lifeforce, nor can their soul tolerate the tampering of deities. In addition to being creatures embedded within the depths of the Banks, the Archlich is permitted a greater saturation of lifeforce, granted a maximum of 12 spell slots as opposed to a Necromancer’s total 8. Though in their over-abundance of Lifeforce, an Archlich is susceptible to being drained by either a Necromancer or Darkstalker, requiring to be drained 3 consecutive times for a total of 8 emotes or simultaneously by a cabal of four, crumbling into dust and bone upon being fully depleted. 

 

Fueled by a surplus of raw lifeforce, Archliches are granted mastery over the art of death. Without a fleshy vessel to cause benign tumors to grow in excess of lifeforce, Archliches may consume and drain lifeforce in seemingly endless amounts where it exists. This means there is no limit to the amount of lifeforce a lich can drain as long as they can find it.

 

Due to a lack of exhaustion, Archliches do not tire from cauterization and may do so freely without worry of crippling lethargy. Major mendings such as mortal wounds and appendage-replacement will consume larger reserves of lifeforce, though this only limits the amount of casting an Archlich can do within the day depending on the slots of lifeforce lost to healing.

 

  • Archliches cannot learn deific magics or any magics requiring a pure soul. 
  • Archliches, though granted a greater amount of lifeforce slots, still require the base 3 necessary to maintain their undead coil; should they be used or drained, the Archlich would ‘die’ for a time, raising their respawn timer to 48 OOC hours.
  • Archliches do not fall unconscious under the affects of Darkening.
  • Archliches possess 2 necromantic modification slots as opposed to 1
  • Archliches do not have a limit to how much Lifeforce they’re able to store outside of combat.


 

Undead Eminence [Passive]

 

Being themselves undead, Archliches can command their own reanimated thralls without need for verbal command, assuming that they still have their oculus present and exposed. This extends even to unliving player creatures such as Darkstalkers, though this remains a one-way communication on the part of the Archlich. All undead must still be within reanimating range and be in the Archlich’s direct line-of-sight. 

 

  • Archliches can communicate with their reanimated undead within a twenty-meter radius without need for a verbal command, requiring they be within their presence.
  • They still require their oculus to command undead constructs.
  • Archliches can communicate with CA undead as well within a similar radius. This cannot be used to telepathically communicate with them across the map or long distances. Line-of-sight is required. 
  • Functionally, this would be the Archlich utilizing /pm to communicate with any CA undead within their line of sight.

 

Malevolent Aureole [Passive]

 

Archliches radiate a foul unease, any stepping into their area of influence find themselves riddled with a gnawing dread, coupled by a fever-like symptoms, ranging from hot flashes, goose-bumps and bodily aches. The exhumed aura of the Lich, destablizing nearby lifeforce chokes even lesser forms of life, ranging from fauna to flora, withering within their presence. Threatening the landscape it walks, When in proximity to a Rift of Heith-Hedran or its stagnated land, the deathly aura of the Archlich is amplified, inflicting a lingering sense of lethargy and illness which would cause an individual to tire out slightly faster than normal if not countered with potion such as Acuity or Hemoflow, or a holy blessing of endurance. 

 

 

 

  • Intense negative effects on mortals accumulate gradually over the course of 8 emotes into a combative encounter; it is not instantaneous and generally depends on the athleticism of the victim in question.
  • Negative effects can be countered by appropriate magics or by alchemical remedies.
  • Intense negative effects (i.e. intense lethargy) only occur when the Archlich is present within a ST approved Heith-Hedran's area of influence.
  • These intense negative effects affect any lifeforce-bearing entity, halving movement speed and their physical prowess to that of an enfeebled elderly respective of their race and cannot differientiate between friend and foe.
  • Weak, non-sentient and lesser plant life will instantly begin wither the plant life in the immediate surroundings of the Lich, and slowly infect weak fauna, killing them.  
  • These effects do not hinder any spectral/necrotic undead.
  • The range of the effects spread out in a radius of 6 meters
  • Stepping out of the 6 meter range for 3 emotes would return any affected from enfeeblement.Though, should the affected re-enter that 6 meter influence, the effects would return upon the fourth emote of exposure.

 

Wraith Step [Combative]:

[2 emotes: [1] Expel + [1] Reform] [2 lifeforce slots]

 

Outside of channeling the Rift’s influence, an Archlich might expel the entirety of their lifeforce in the form of a jet-black cloud to shuffle into an uninhabited corpse within their vicinity, leaving behind their former vessel behind in heaps of bone and ash over the course of two emotes. One emote serves to expunge the entirety of their Lifeforce in the form of a dense, black cloud, the second emote to manuever over a eight meter radius to inhabit a vacant corpse. This body hopping either serves as a means of escape, while also using it to gaze about their surroundings whilst being adverse to aggravating elements such as sunlight, flame, aurum and holy magics respectively.

 

Out of the reach of conflict, an Archlich may manifest themselves akin to a wraith, projecting their lifeforce in an intangible, shadowy cloud at no cost. In the event combat ensues, the Archlich is forced to inhabit a nearby corpse, if bereft of this option, with no sustainable vessel to house, the creature will be unable to draw upon any of their combative capabilities, only able to flee.

 

  • The Archlich leaves a trail while traveling in this state which can be seen.
  • Archliches retain their decrepit strength, no matter what corpse they possess.
  • This may not be used to temporarily inhabit other Archliches or Darkstalkers.
  • If deprived of a corpse to inhabit while incorporeal, an Archlich will be only able to flee.
  • This cloud if struck by either sunlight, flame, aurum, kani or a holy-based magic will force them back into a nearby corpse, stunning them for an emote, or if without a vessel to inhabit, will demanifest them after 4 sustained injuries, starting a respawn timer.
  • Though incorporeal, Archliches cannot move mechanically in any way a player could not. This includes passing through locked doors, walls, gates, and any other mechanical barrier outside of an event.
  • Wraith Step has a cooldown period of 2 emotes between uses. The next emote following the use of the spell cannot be used to prepare another cast of it, though may be used for other casting. One may not attack, cast again, or take a major action in the same emote as Wraith Step - it is an escape tool, not an offensive one.

 

Courpse Courier [Non-Combative]:

[3 emotes: [1] Expel + [1] Search + [1] Animate] [1 lifeforce slot]

 

With the Archlich’s phantom-like soul entangled in the Heith-Hedran’s banks, their prolonged saturation in the potent energies of the esoteric Heith-Hedran, places them at the summit of lifeforce manipulation, allowing them to expel their own stores of energies to infest and speak through vacant husks ordained by them. When brought before a Rift of Heith-Hedran, a Lich can expel a sentient half of their lifeforce across the realm they see over, posessing departed cadavers to speak to their kinsmen. Over the course of two emotes a Lich might expel a portion of their overall Lifeforce in a pitch-black cloud, coaxing it into scar of Heith-Hedran, before roaring out into the sky, in search of a sanctioned corpse the Archlich has established to speak through. A third emote is dedicated to the skeleton’s reanimation before the contacted player, capable of communicating in their stead.

 

  • In order to use this rite, an Archlich must before an ST approved Heith-Hedran.
  • An Archlich may commune through an old, rotten corpse, so long as they know of the corpse they intend to speak through.
  • This cannot be used to metagame any location, such as randomly speaking through a recently slain who they’ve neither seen or interacted with.
  • Once inhabited, the corpse is bereft of locomotion, sight limited to a total of 8 meters surrounding their selected hovel.
  • An established corpse for which an Archlich can commune with must be denoted by an rp sign.
  • During their established connection, an Archlich’s sole attention must be on the conversation at hand, leaving them in a trance where they’re unable to cast, move, etc.
  • This trance is broken should combat be engaged, the communed cadaver falls lifeless as the connection is severed.
  • The communed vessel is capable of delayed movements, but is incapable of attacking without risking having their connection severed, falling inert.
  • The distanced feat cannot be performed inside of combat.
  • This may not be used to temporarily inhabit other Archliches or Darkstalkers. As their vessel is already occupied..
  • This may not be performed on any living individual, requiring either a skull or cadaver to speak through.
  • This ritual, per use costs a total of 1 spell slots.

 

Flesh Facade [Non-Combative]:

Application: [4 emotes: [2] Channel + [2] Apply Flesh ] [2 spell slots]

Removal: [3 emotes: [2] Removal of Flesh + [1] Magic returns]

 

At their pinnacle, an Archlich’s mastery of flesh smithing grants them the ability to sheathe themselves in a husk of aged, patchworked flesh to mimic themselves in life or craft a new persona, albeit withered and elderly in appearance. This process requires 4 consecutive emotes, the end-result requiring the entirety of their lifeforce to sustain that crafted suit, barring them from wielding any magicks unless removed. The body may have misty, dead eyes, or will have signs of disease and rot, veins bleeding a dull crimson when bled efficiently. This husk additionally acts to protect the Archlich from the sun’s searing glow, allowing them to prowl during the daytime. A flesh facade will never appear perfect without the aid of illusion or other magics, with most appearing as sick lepers or haggard beggars. In order for their magic to return, a husked Archlich must dedicate 3 emotes to ridding what flesh entombs them, the third emote returning their magical prowess.

 

  • Flesh Facade cannot be applied in the midst of combat.
  • Flesh Facade will not loosen or fray should combat ensue, however should the Lich suffer 2 or more hits or set alight, the disguise will be destroyed over 2 emotes.
  • In the event of the Facade’s destruction, the Archlich will find their magical connection re-established on the second emote.
  • During these 2 emotes, the Archlich may not attack, defend or cast.
  • Husks give no combat advantage whatsoever, and cannot be used to mitigate damage. This only acts as a means of subterfuge for an Archlich.
  • When under Flesh Facade, an Archlich is incapable of using any magicks, their mana and lifeforce sustaining the husk they entomb themselves in.
  • Under the Facade’s effects, an Archlich might still employ their Plaguecraft, Cursing and Cantrip Darkening.
  • During those 3 emotes dedicated to the removal of Flesh Facade Facade, an Archlich is unable to attack, defend or cast.

 

General Redlines 

  • Archliches are necromancers granted a greater capacity to practice other dark arts. This does not mean their magic is necessarily more powerful than that of a regular mage.
  • As undead, Archliches are unable to sire living children.
  • An Archlich possesses the physical strength of a sedentary old man, completely unable to adorn metal-plated armor. They may still equip boneforged armor.
  • With a lack of weight, Archliches are fast and spry even despite their enfeebled prowess.
  • Archliches may withstand only two strikes to their skull. Once the skull is completely obliterated, or fragmented beyond function, will the Archlich die.
  • This requires two well placed shots from a crossbow or sword to destroy the skull. A warhammer only needs one well placed hit.
  • An Archlich may use their suspension within the lifebanks as a means of levitation, allowing them to passively float up to a few inches off the ground to no mechanical or combat benefit.
  • They are not harmed by poison, drowning, etc. as there are no lungs to drown or blood to clot; only sunlight, flame, and holy healing bring pain. They need not eat or sleep, nor do they age. 
  • Direct sunlight will bring about a burning sensation, gradually feeling as though their entire body is on fire with enough exposure, yet cause no true harm. Fire has a similar effect. 
  • Holy healing includes paladinism, and any other magic that directly attacks dark beings.
  • An Archlich cannot learn any holy magic or magic requiring a pure soul. They may not learn Blood Magic, as their bodies do not harbor the genus necessary to do so.
  • Archliches require a valid CA to play, and must be properly raised by the Sacrament of the Vicar performed on a T5 necromancer. They are not an open CA race.
  • As necrotic undead, Archliches are unable to foster meaningful and emotion-filled relationships, they're deprived creatures willing to exploit others for their own ideals.

 


 

 

Modifications

By blurring the lines between life and death a necromancer is capable of becoming one with his macabre creations and increasing the capacity of their own mortal bodies. From achieving forms of false lichdom for more powerful manipulations over the lifebanks or enhancing the cherished and perfected reanimation, a necromancer prides themselves on being the maestro conducting the symphony of bone. Through this, they may embolden their undead armies, granting them feats unattainable to most of the living and the dead. 

 

 

Spoiler

Modifications are unique extensions of Fleshmithing, which allow necromancers to create unique additions to their undead reanimations, or alternatively, the necromancer themselves. For the most part, undead and necromancers possess only one modification slot which may be occupied at a time, with the exception to this being the Archlich. The modification in this slot can be exchanged only once every two IRL weeks. One can learn to create modifications at T4, though any level of undead or necromancer can be modified. Modifications should be commented on the necromancer or CA’s application upon completion.

 

Ghoulflesh

By causing one’s flesh to begin to fester and rot, it begins to cling to lifeforce and sponge it up.  A necromancer is capable of enhancing the body of themselves or an undead with the flesh of the once-fabled ghouls.  The skin begins to become sickly white, putrid and full of rot, clinging to the living, but becoming. The flesh itself has become imbued with a weakened form of plague, disease, or taint, allowing those who harbor this modification to easily administer infections with little effort. 

  • The plague chosen must be from those listed under Necromantic Plaguecrafting.
  • It must adhere to all redlines and mechanics of that particular plague.
  • Custom plagues thus still require a MArt to be used. 
  • The modification requires skin-to-skin contact to take effect, or no more than half an inch of cloth between the flesh of the undead/necromancer and that of their victim, requiring 2 emotes of sustained contact.
  • The modification is added as a simple update to the appropriate MA or CA in the form of a comment specifying that they have the appropriate modification.
  • Specifically for Ghoulflesh, the player must have the comment specify what type of plague is imbued in their flesh (see Pestilence and Plagues).  This plague can be reused an indefinite amount of times.
  • The comment must include: mental and physical effects as well as duration, falling within the redlines given to necromantic plagues.
  • Once chosen, the plague cannot be changed posthumously
  • Archliches and Darkstalkers can only obtain the Ghoulflesh modification once and cannot choose a second plague to through the Additional Modification ability (See Archliches and Darkstalkers).
     

 

Corpsevision

No great power comes without sacrifice, and even more is required of those who would walk the path of a seer. A necromancer may choose to gouge out their eyes, placing them in a special fermented fluid while they bask in blindness for the duration. After one week’s time, the eyes are placed back into the sockets of the necromancer, deadened and glazed over as a sickening silver haze. Blinded to life, but capable of seeing the woes of death, a seer wields the power to see how much lifeforce a living being has, capable of viewing the natural flow of lifeforce throughout their environment as well as through people. This is used to detect if someone is sick or on the verge of dying, as plagues and curses may visibly affect the flow of lifeforce within a victim. As a tertiary effect, those granted Corpsevision are able to see invisible specters as though granted true sight. 

  • Mechanically, this functions to allow those modified to see the natural flow of lifeforce through flora, as well as within descendants.
  • Lifeforce cannot be detected through solid objects. 
  • Things without lifeforce, including barriers and lifeless objects will be undetectable.
  • This modification blinds the user, meaning they can only see what contains lifeforce within it.
  • Inversely, corpsevision can be done to a single eye, rather than both.
  • Those with corpsevision are capable of becoming Seers. This would give them both the ability to see lifeforce, and to view the world through their seer.
  • Corpsevision may not be used to metagame through magical disguises, including frost witches, husked wights, siliti, azdrazi, etc.
  • Though necromancers with corpsevision may see lifeforce, it cannot be used to see through illusory or magical disguises, as the aforementioned CAs would appear as any other person.
  • As a tertiary effect, Corpsevision can see incorporeal spectral beings both lesser and greater, including Mystic diminishing, this acting as if they had truevision.
  • Those granted the modification can detect whether someone is wounded, about to die from bleeding out, if they’re sick from magical or natural malady, or any bodily impairment that could lead to death. 
  • It is expected that the modified individual PM the target player they are gauging and ask “are you close to dying or sick” to which the player responds appropriately “yes” or “no.”
  • You cannot accurately predict when someone is truly going to die, whether that be days or years, although you can lie.
  • The modification is added as a simple update to the appropriate MA or CA in the form of a comment specifying that they have the appropriate modification.

 

Durgrmál

The name Durgrmálwas coined when the phrase was garbled by Bishop Geidlan, who desecrated himself through such a manner as prostrating himself of his tongue. Durgrmál is a vile act that forsakes a necromancer’s verbal ability in order to speak to recently departed corpses. First, the tongue is ripped out by a Darkstalker, and then left to dry adorned by various lichens. After a day of fungal growth, it is stitched back into the necromancer’s mouth where all sounds therein produce insidious sounds of gutterspeak, fully understandable by only the dead and departed. This allows recently departed humanoid bodies to be spoken to within thirty IRL minutes of death, allowing them to be asked up to three questions at maximum. This is done through direct messages with the corpse’s player, and while the corpse is under no obligation to tell the truth, the response must be given — even if that response is silence. 

  • Through this modification, an undead or necromancer is prevented from speaking regularly, only able to communicate through a guttural language understood only by the dead. 
  • Corpses can only be ‘interrogated’ up to thirty IRL minutes following their demise. Up to a maximum of three questions can be asked within that session. 
  • Players who respond or are questioned by someone with the Durgrmál may only answer with the best of their ability what they actually knew prior to death. 
  • They may still choose to withhold information, lie, or simply stay silent. 
  • Characters who are spoken to with the Durgrmál modification, when revived at Cloud Temple or any other fashion, do not know in character that they were spoken to, as well as any specific answers they may have given (such as false names or coordinates).
  • For event purposes, undead of any kind can speak to a Durgrmál necromancer or Darkstalker who may understand them normally, and the necromancer can speak to them as if speaking plainly.
  • A necromancer or undead cannot use this method on their own deceased corpse.
  • The modification is added as a simple update to the appropriate MA or CA in the form of a comment specifying that they have the appropriate modification.

Malificer’s Memory

By removing the tongue and gums of a necromancer or donor, the tissue must first be dried with embalming salts. Once properly dried, sacred oils are to be lathered onto the gums and tongue to coat its entirety. A basin is then to be filled to the brim with hag’s blood, where the fleshy tissue is then saturated for a full week (OOC day) until the basin is empty and the tongue now engorged. When all is said and done, the appendages must be cauterized into the necromancer or undead’s maw, painfully sewed back in. This comes with the loss of nearly all sensations of taste and touch in the appendages, with all food tasting bland, as with any drink. The only exception to this is the flesh of descendants and wildlife, with blood, viscera, and bones being the only things to provide a sense of satisfaction to the weaver.

This modification permits the user to hallucinate and view random memories and imagery from dead corpses they consume. Whether by eating the flesh and viscera, or by drinking the blood of a corpse is a necromancer imbued with Malificer’s Memory capable of experiencing illusions of the deceased’s memories, brief and random they may be. This is done by contacting the player of the now-deceased character, asking for any memories that may have been traumatic or memorable within their character’s life. These memories may be as vague or as clear as possible, yet are unable to be used to metagame other players, locations, or events without express OOC permission from said characters. Likewise, memories can be completely made up and falsified, as necromancers are prone to madness in their craft.

 

  • Through this modification, an undead or necromancer is capable of viewing lucid memories of the deceased, though inversely they become more addicted to consuming human flesh.
  • Likewise, a necromancer modified with Malificer’s Memory is unable to consume or drink anything mundane, instead they become cannibalistic in nature.
  • Hag’s blood may be gathered from any player character that practices magic, including but not limited to void mages and frost witches.
  • Memories can only be gathered from deceased players and event characters. The player of the corpse must be contacted in order to detail memories that may be viewed by the necromancer.
  • Should the player refuse, the necromancer may experience brief random hallucinations of grandeur and psychotic imagery, to be interpreted loosely by the necromancer.
  • Memories cannot be used to metagame other players, events, or locations unless express permission is granted by players effected.
  • For example, a necromancer consumes the body of a man who was a mystic. If the man has memories of coven meetings, the figures within the coven would be cloudy and unsurmountable, unless given OOC consent by said coven.
  • The modification is added as a simple update to the appropriate MA or CA in the form of a comment specifying that they have the appropriate modification.

 

The Hand of Death

The Hand of Death is a powerful tool, conceived by the Riders of Ash-Shaitan in order to propagate their malevolent cursemarks. To create the Hand of Death, a necromancer must boneforge a skeletal hand, before submerging it within the banks and binding the chosen Greater Curse to it; only a single curse may be chosen from, and will last for up to 2 IRL weeks before ceasing naturally unless the victim wishes for it to last longer. 

 

This modification, when affixed, appears like a skeletal hand made from blackened bone; it would be no stronger than regular bone on its own, though will gain the durability of undead bones when affixed to an Undead. The hand may be used to grapple a victim, causing their lifeforce to stagnate and inflicting vast amounts of pain whilst not draining them. The victim’s proximity to death would cause one to see terrible visions, either those pertaining to the victim’s own painful life experiences – such as a boy being beaten by his parents, or a retired soldier seeing the faces of their dead compatriots. Alternatively, the Undead may choose to impart a particular vision of their own design, whether that be the sigil of the afflictor appearing within their mind, or the revelation of an imparted prophecy. The Hand requires 2 emotes to prepare, and an additional minimum of 2 emotes to inflict the visions and the subsequent curse; though the Undead may continue for as long as they wish. This is often employed as means of torture, whether that be to gain information or to simply cause unadulterated agony. Whatever the case, it would generally leave the victim entirely submissive, deepening what emotional scars were already there. 

 

  • This ability cannot be used to mind-read in any capacity. Any information given by the victim would be done solely in fear-of/response to the pain and of their own volition.
  • This ability also cannot drain lifeforce without using Darkening separately.  
  • Only after a minimum of 4 total emotes can the chosen curse be inflicted. A hand can only be made with one greater curse being bound to it, chosen from the list of Necromantic Curses.
  • The effects of a curse follow in-line with all curse redlines and mechanics. 
  • The Undead cannot see images placed within the mind of the victim, they can only choose what sorts of images they wish the victim to see, if any at all. 
  • Other spells cannot be used in tandem with this, and should the Undead either remove their grasp, the target escape, or be otherwise distracted, the effects will cease. 
  • The Hand of Death cannot kill the victim on its own.
  • The modification is added as a simple update to the appropriate MA or CA in the form of a comment specifying that they have the appropriate modification.

 

Shatterspleen

A modification more suited for the shambling cadavers of the undead than the mortal necromancers, the Shatterspleen just that – a spleen made to explode within an undead to perform a self-inflict corpsebursting. These are made simply by fleshsmithing a mortal spleen, infusing it with malignant lifeforce, and letting it sit for a narrative day in a jar of its own juices, before being placed within the undead. 

 

With the modification, an undead may choose to incite it over the course of 2 emotes, where their body would begin to emit a harmless yet foul-smelling odor. On the third emote, the body of the undead would begin to noticeably swell, before bursting on the fifth following emote in a virulent display of gore and toxic fumes. This explosion would encompass a three meter radius, blasting those within one meter with gore and shards of bone, causing lacerations and wounds to the unarmored, while also blasting them back. The fumes would linger for about 5 emotes following the explosion unless cleansed by alchemy or through air displacement.  Inhaling these fumes would result in shortness of breath, gagging, and coughing, and if left untreated, will result in the infection of the lungs and eventual death of the victim. While the undead’s body would be destroyed, their skull, assuming they had ejected it prior to the explosion, would remain intact and allow them to ‘live-on’ albeit without a body – unless it too was destroyed. 

 

  • Those caught in the explosion radius suffer maiming wounds based on their proximity.
  • Point blank range will suffer lethal or permanent damage, while those within two meters or more suffer infectious wounds based on positioning to the exploding corpse.
  • Iron armor will protect the wearer from damage when at a distance, though they can still become infected by the cloud of disease unless they have some alchemical filter. 
  • Shrapnel can pierce armor at point blank range, though this is never fatal.
  • If untreated (any medical roleplay is sufficient), infection will persist and can cause pneumonia, respiratory infections, or even death within an IRL week. 
  • This is caused by receiving direct damage or by breathing in the toxic fumes while within the radius of the explosion.
  • The undead can still move while they are swelling, but it will become more difficult with each emote, becoming impossible on the fourth emote.
  • The tell will become noticeable on the second emote, where black fumes begin to rise from the undead’s body. On the third emote, they will begin to swell, and burst on the fifth. 
  • If an undead’s skull is not ejected prior to the explosion, it would be destroyed. 
  • The modification is added as a simple update to the appropriate MA or CA in the form of a comment specifying that they have the appropriate modification.

 

Other Modifications

The list of modifications may continue on, as necromancers may dabble and corrupt the mortal form however they see fit. Players may submit new modifications in addition posts, or make MArts for specified/personal modifications. Each modification should aim to add onto the necromantic theme while not acting as a power creep for players to one up one another.

 

  • Necromancers can create their own MArts for modifications that can either be placed on a necromancer, Archlich or Darkstalker.   
  • These abilities should not grant absurd strength or power, usually ranging from something that is more of an aesthetic, a cantrip, or slightly improves one particular ability.
  • There should be roleplay significance for the player developing it and commitment to obtaining an applicable reagent.  Screenshots showcasing experimentation RP should be included in the MArt post. Creating a new MArt for modification is an extreme achievement for the necromancer’s group. 
  • These can be specifically for either a necromancer, Archlich or a Darkstalker, or all three.  
  • Multiple people can use the same MArt modification provided they haven’t already been modified by another modification.
  • Only one modification can be placed on a character, becoming permanent and unremovable.
  • The modification is added as a simple update to the appropriate MA or CA in the form of a comment specifying that they have the appropriate modification.
  • In the case of a MArt, a link to the MArt is required in the update comment.

 

 

 

 

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56 minutes ago, ThatFunkyBunch said:

Saw this in a chat and am gonna post it here. Some of the redlines about fire seems to contradict itself 

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image.png?width=1438&height=432

Fixed

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