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[✗] [Amendment] Necromancy - The Rite of Severance


glassyskies
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[OOC: The current iteration of Necromancy has existed since 2019 and it's been showing its age more and more over the last while. I figured I would write this amendment to update the lore a little to meet current expectations for most recent additions to magics on the server. The current lorepage states that necromancy is a permanent strain on the soul and cannot be rid from the user no matter the situation, however, in recent memory, this has been a little less true with few exceptions being made. This ritual will become automatically accessible to any and all players with an accepted Lich CA through visions cast to them through the Heith Hedran should it be accepted and will be taught by these players as they see fit.]

 

Beyond the ill will of the societies a cunning necromancer may infiltrate and operate within, a coven is held so sacred and dear to any weaver worth their salt. With this group of similarly aspiring folk, their guard may be lowered and their minds be left to drift away, without the paranoia of being found out by the lowly street dwellers of their cities. They expect it not, but a dagger to the back could be just as likely, though this one wields more of a bite. The sting of betrayal. An ill-fitting necromancer may be culled of their prowess by a gathering of four other master necromancers through a debilitating, long forgotten art often thought impossible to all. 

 

The Rite of Severance is capable of being conducted by four tier five [Tier 5] necromancers so long as one of the participants has learned this rite. When initiated, the poor victim must have been beaten down or restrained, otherwise they may interfere with the ritual through physical means. Through pooling lifeforce into the victim, the gathered necromancers may twist and warp this natural substance into something so volatile, it causes their soul to weep. It crackles and tears, soon torn into separate halves. They are relieved from their duties as a necromancer, left unwhole by those they once held so much in common with. 

 

This ritual strips the victim of their status as a necromancer, taking with it two [2] of the four [4] permanent magic slots, leaving behind only three [3] to be permitted to the poor fellow. After their gifts have left them, the once-weaver will forever feel a muffled ache within their damaged soul, plaguing them with a cold, relentless feeling that persists when this wound is freshest, and persists for two [2] out of character weeks. Their mentality will warp to harbor more ‘human’ or typical traits that your typical necromancer would not often find themselves feeling, with this effect being amplified ten fold if the necromancer was far along in their studies. To go from feeling nothing but all of descendent kind’s negativity, to feeling so much more in the blink of an eye would surely warp the castaway’s mind. However, this ache may be remedied should the necromancer be ordained to the art of necromancy once again, regaining their lost magic slots.
 

Redlines:
- The Rite of Severance requires 4 Tier 5 Necromancers to conduct.

- When learning this rite, it must be marked on your valid Necromancy MA.

- A player must have a valid (accepted) TA in Necromancy in order to learn this rite.

- This ritual is to be learned/taught like any other Necromancy Ritual. 

- The victim of the ritual is required to consent OOCly for the ritual to proceed or be effective.

- Upon severance, the victim must have their Necromancy MA, as well as TA (should this apply) denied.

- This ritual must contain at least 4 emotes per participant in order for the roleplay to be valid.

- When disconnected from the magic, the victim permanently loses 2 of their 5 total magic slots. These magic slots may be regained ONLY if dedicated to necromancy, should they be ordained again. 

- A disconnected necromancer who is ordained another time over will begin at Tier 1. 

- The disconnected necromancer forgets the intricacies and mechanics of how necromancy functions, but does not forget things like names, faces, or aliases associated with the magic. 

- After disconnection, the necromancer then abides by monk/CT revival rather than necromancy revival guidelines.

- A Lich cannot be disconnected from Necromancy. The same ruling applies to Darkstalkers and Draugars. However, should a Lich or Darkstalker be put under this ritual, it will effectively soft shelve the character for 1-2 OOC weeks, similar to how pestilence persists over the same time frame.

Edited by glassyskies
Adjusted OOC consent. Adjusted how this effects Liches & Darkstalkers, and removed that this can be learned inherently by any Lich. This is to be taught like any other Necromancy Ritual.
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5 minutes ago, TheCaptain said:

This will hurt the community more than help it

If you can elaborate I'd be happy to listen.

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Let it pk the funny undead or you'll have the treelord situation again (temp shelving rituals are not a solution to that. Also plenty of magics on the server work absolutely fine without a consentless disconnection ritual)

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Oh man I can't wait to see necromancer's gang up on the people they dont like oocly can just disconnect people like the old paladin disconnection wars.

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3 minutes ago, Ztrog said:

Oh man I can't wait to see necromancer's gain up on the people they dont like oocly can just disconnect people like the old paladin disconnection wars.

no literally this is all clotting has every brought to the community. necromancy in its current state already allows for necromancers to be soft-pk'd until resurrected upon any death. the better way to go about moderation or necromancy coven wars would be to rply kill out the enemy coven and make sure that they aren't able to properly acquire the resources to sustain themselves.  

 

part of what i think IS working for the dark arts community right now is the new theme of there being multiple different covens/synods/whatever. more than one witch group, mystic group, etc. it provides freedom for aesthetic and creative uniqueness amongst the dark arts groups and also gives players more options in terms of the community they want to be apart of without losing the magic that interests them. 

 

-100

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14 minutes ago, 𝙻𝚞𝚟 XO said:

no literally this is all clotting has every brought to the community. necromancy in its current state already allows for necromancers to be soft-pk'd until resurrected upon any death. the better way to go about moderation or necromancy coven wars would be to rply kill out the enemy coven and make sure that they aren't able to properly acquire the resources to sustain themselves.  

 

part of what i think IS working for the dark arts community right now is the new theme of there being multiple different covens/synods/whatever. more than one witch group, mystic group, etc. it provides freedom for aesthetic and creative uniqueness amongst the dark arts groups and also gives players more options in terms of the community they want to be apart of without losing the magic that interests them. 

 

-100

You just described chaos disconnection.

46 minutes ago, ClassyDryad said:

Let it pk the funny undead or you'll have the treelord situation again (temp shelving rituals are not a solution to that. Also plenty of magics on the server work absolutely fine without a consentless disconnection ritual)

I'll consider this, the only reason I didn't want to include this is that the CAs of Necromancy have their own ways to deal with them, or should at least have different amendments made to correct the gaps in the lore.

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1 hour ago, glassyskies said:

If you can elaborate I'd be happy to listen.

Whenever a magic includes a method to forcefully disconnect a player from their magic, it WILL incite bad actors rather than remove the bad actors. If you really want a method to remove the magic from a player, remove the consentless aspect of the rite. Make it a choice by the players themselves and if your attempt was to deal with bad actors, search for an alternative method, maybe strip part of their magic, disallowing access to the more stronger aspects of magic or write modernised redlines for old, overpowered pieces that are abused, but this current implementation will hurt a community that from what I have seen, is not even toxic. Just because a magic is old, doesn't mean it needs to be modernised with the most painful aspects of other magics, focus on the good and fun of life and not what makes it worse.

 

 

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3 minutes ago, TheCaptain said:

Whenever a magic includes a method to forcefully disconnect a player from their magic, it WILL incite bad actors rather than remove the bad actors. If you really want a method to remove the magic from a player, remove the consentless aspect of the rite. Make it a choice by the players themselves and if your attempt was to deal with bad actors, search for an alternative method, maybe strip part of their magic, disallowing access to the more stronger aspects of magic or write modernised redlines for old, overpowered pieces that are abused, but this current implementation will hurt a community that from what I have seen, is not even toxic. Just because a magic is old, doesn't mean it needs to be modernised with the most painful aspects of other magics, focus on the good and fun of life and not what makes it worse.

 

 

I wholeheartedly agree that this subject is touchy and can be used in bad faith, but as you said, the community is not toxic. Abuse of this mechanic would prove otherwise, yes, which is why I included the fact that it requires 4 Tier 5 necromancers in order to conduct. I will add that the ritual requires a TA to learn as well, since it wouldn't make much sense to be able to disconnect someone but not connect them.

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Necromancy is already not in a good state, this is the wrongest of time to put up a disc thingy, it's going to throw thr magic into a bin soon or later. Furthermore, why making people lose two slots? Sure it isn’t as bad as the Naztherak one but it's still a bit garbage to do; you're already messing up someone's character whether for a good or bad reason, why making it even more frustating? I hate both this one and thr naztherak's. 

 

I don't want to hear the excuse of "consequences muuh" because you're the one who would decide the consequence for another person, which for sure it's not going to be a friend of yours. At least remove the fact it takes away slots lmao.

 

Luv brought up also a good point. Let's be real, this kind of lore piece is made to control the magic on a OOC level as like any form of disconesction over this server and it's not going to spread the magic and create other groups.

 

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I do not like that it is necessary, however, it is necessary. 

+1

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