Diogen 3110 Popular Post Share Posted January 19 Spoiler Spoiler In the merciless expanse of Skjoldier, Freya's existence, a tapestry woven of survival and profound, abyssal love, stood defiant against the relentless, icy clutches of her world. Amidst the savage embrace of this relentless landscape, where the faintest whisper of warmth was a coveted treasure, she found an inferno of solace in the arms of Eirik, her beloved. Eirik, a paragon of valor cloaked in the humility of kindness, stood as a beacon in their unyielding winter - a being of hope and a bastion of strength for their beleaguered tribe. His presence was akin to a radiant pyre in the perpetual night of their frostbitten world. The bond between Freya and Eirik, tempered and honed in the crucible of shared tribulations, was deep and unyielding, rooting itself beneath the permafrost of their existence. Yet, the sanctuary in Eirik's embrace was ephemeral, a fleeting dream in the long, somber night of Skjoldier. The tendrils of war, driven by the dark whispers of desperation and the green-eyed monster of envy, reached their haven. A rival tribe, shadows and specters driven by hunger for land and blood, descended like a plague. In this maelstrom of steel and fury, Eirik, the unwavering shield of his people, met a fate most grim. Despite his formidable might, the relentless tide of adversaries, born of surprise and overwhelming numbers, snuffed out his life - a blaze extinguished by the cruel, indifferent storm. This calamity fractured the very essence of Freya’s being. Eirik's demise was a shard of ice driven deep into her soul, a chill so profound it dwarfed the eternal frost of Skjoldier. She became a specter of despair, wandering the snow-laden wastes, her spirit as hollow and void as the desolation that surrounded her. In the throes of her anguish, she questioned the capricious whims of fate that had torn her heart asunder, her psyche a tumultuous abyss of sorrow and unbridled fury. In this depth of despair, as Freya lay on the snow, her life force ebbing away, a presence manifested above her. Who, or what exactly it was, she did not know, but it loomed like a malevolent specter. Sensing a certain kinship born of a mutual grief and sorrow that they both shared, as well as her imminent demise from the clutches of hypothermia, in a twisted act of preservation, It graced her with Its cold tears, weeping for her salvation - the tears blackened and corruptive just like It - promising her revenge upon the Descendants. This unholy communion marked the beginning of her corruption, as the malefic essence seeped into her very veins. This infusion of its corrupted essence intertwined with Freya’s boundless grief and unbridled wrath. Her heart, aching for the lost whispers of her beloved Eirik, became a vessel for this sinister force. The confluence of the corruption and her raw, untamed emotions catalyzed a profound transformation. Her sorrow, once a silent storm raging within, now surged forth as an icy, tangible fury, reshaping her destiny. Freya, transfigured by her anguish and vengeance, arose anew - a harbinger of frost, the first of the Fjarriagua. Consumed by unspeakable grief, sadness, and anger, she grew to despise the Descendant-kind. Now a tormented creature roaming the barren wastelands, she sought to corrupt those afflicted by a fate akin to hers, ensnaring them in an endless cycle of torment. Her sole purpose became to sow misery among all. To devour the Descendants, who she now all saw as cruel. “So hold close your coats, and be wary of who you can trust. Winter witches walk light as morning frost, and strike from within or without. Strain your eyes against sunless winters, gripping torches kissed with Prometheus' blessing. Walk with me into Thule, and if you are lucky... flee back out.” -Pytheas - The Curse of Skjoldier is an example of corrupted Aengulic magic as it is sourced from Wyrvun during his era as Ondarch, in the form of his blackened tears with which Freya - the first witch - was blessed with so that she may overcome the frost and a fast approaching death. This Curse is shared by re-enacting this first meeting between divinity and mortal, the Witch shedding a tear as black and corrupted as that of Wyrvun, being willingly provided to a descendant woman. This tear needs only to make physical contact, regardless of how performed- whether by gracing her skin, performed in a ritual, or fed. Should it be transferred through contact with one’s nape, then in the span of [2] emotes, the Vaettr is capable of transferring the Mark upon the Descendant’s nape, leaving but a faint frostbitten, bruise-like mark on their skin, as it begins to fasten itself on their soul, marking the beginning of their journey as a Fjarriagua. Transferring the Mark through feeding one a tear of the Vaettr merely requires one to swallow such, causing that curse to begin coursing through their body, and in turn, inflicting a frostbite-like mark upon their nape as well. It may be force-fed IRP to transfer the Mark, so long as the player consents on an OOC level. Spoiler Transformation DAY 1 - 3: The Fjarriagua’s teeth begin to fall out, only to be replaced by a row of horribly jagged and sharp teeth. Some of it misplaced and crooked. DAY 4 - 5: The Fjarriagua’s hair begins to turn white, as if bleaching, sometimes even presenting faint hues of blue, grey. DAY 6: The Fjarriagua’s body freezes over, symbolizing the completion of the physical changes to her body as she grows through T1. DAY 7: The Mark has fully taken a grip of her soul, rendering the MA irreversible. From there on out, the Fjarriagua begins to hunger for a Descendant's warmth. One, that may be only quelled through the devouring of one. Mother-Daughter Bond The Bond between a Vaettr, commonly known as the Witch Mother, and her daughter - a Fjarriagua - is one of mutual familial love; one feels when the other has died or ascended into Motherhood, in which case the bond is diluted for the new Vaettr to establish her own with other to-be daughters. The Vaettr will also be able to see through the disguise of their daughters but not the other way around; they will only feel that she is nearby. Red Lines: -The Mark can only be transferred with OOC consent. -The Vaettr may only create [1] Fjarriagua per OOC week. To a maximum of [3] under her TA. Once the Fjarriagua is fully taught, she may be taken off the TA -Becoming Fjarriagua consumes [3] magic slots. -A Vaettr may transfer a Fjarriagua under another TA-holding Fjarriagua.-A valid CA has to be submitted after the RP is complete.-Only female personas may be ascended as Fjarriagua.-The persona in question must be above the age of 18 IRP.-The moment she is turned to a Fjarriagua, FTB & Romance are immediately barred. Any attempts of such will cause the ice within her soul to rapidly melt, hard-PKing the Fjarriagua by heat stroke-After the first week of transformation, this CA becomes irreversible. During its reversible state, the curse hasn’t fully gripped their soul, allowing them to push that curse off their soul should they will it. Requiring an ST to be contacted to deny their CA.-The frostbitten region on their nape will always remain, regardless of whether they disguise or not, but they may hide them through other means (i.e clothing, scarves, etc.)-The Fjarriagua & Vaettr are capable of seeing through the disguises of her direct coven members with OOC consent. This does not allow Fjarriagua & Vaettr of different covens from sensing one another. ———«»————————————«»————————————«»——— These feminine figures, forever scarred by the touch of Skjoldier, linger between the realms of the living and the spectral. Their bodies are frozen to the bone, holding them in a constant state of ageless existence - their skin cold to the touch, akin to a corpse. Their visage, once possibly comforting, now presents an eerie façade. Their hair is turned pale as snow - sometimes even harboring shades of blue and/or grey - and their body looks increasingly frostbitten. Whatever was left of their beauty is now torn from them, leaving naught but a haunting spectacle in the place where human warmth should be, warmth that they may never again attain - their body and soul growing too cold to harbour such a thing anymore. They are unable to quell their horrendous physical traits, requiring them to rely on disguising instead, to veil their horrible nature. Their skin and flesh, when badly battered, such as through harsh strikes or stabs, may present cracks, akin to cracks upon a frozen riverbed. This freezing of the body presents itself in a slight vulnerability to blunt weaponry, although making them slightly less affected by slashing attacks. Some of their nerves find themselves frozen as well, proving to be a detriment to the Fjarriagua, as they find their sense of touch to be muffled to a degree. Newer Fjarriagua will find themselves at times where they accidentally put too much - or too little - pressure or something, sometimes not even feeling when someone taps their shoulder. This loss of nerves manifests itself in the muffled sensation of pain as well - with surface cuts not affecting their pain level in the slightest, for example. Their teeth, too, replaced by a rows of extremely sharp and jagged teeth, some even misplaced, or pointed the wrong angle. Spoiler -Fjarriagua’s bodies are as cold as a corpse, a majority of their soul frozen, incapable of retaining any form of warmth - requiring them to rely on their disguises in order to hide their temperature and other traits.-Fjarriagua no longer age, now being considered immortal.-Their body looks extremely frostbitten and even frozen, and their blood becomes slushy & slow in consistency, making it harder for them to bleed out. In their undisguised form, their skin cracks when harshly struck.-Due to their body being frozen, some of their nerves too are frozen. This means that their sense of pain is muffled. While they, for example, may not feel much or not even feel at all when lightly cut, brutal strikes such as the loss of a limb or shattering bones and so on will still greatly hurt them, although to a dampened level. This also numbs their sense of touch.-Their body bleeds out much slower than the typical Descendant, due to their slow-coursing blood, frozen to a slush - taking them about 1/4th of the pace to fully bleed out. This also means that their heartbeat is much slower, and their pulse weaker. -They do not need to breathe, although they may optionally choose to do so to present themselves as normal.- They are incompatible with any deific magics, shamanism, druidism, and the likes, and also incompatible with Naztherak.- They are compatible with Seer & Blood Magic-While incompatible with Naztherak, they may still soul pact to red princes.-As becoming Fjarriagua is irreversible past the first week, they may not be a Corcitura nor any other FA akin to Heraldry. Ascending into Fjarriagua would mean cleansing their vampirism, no matter how long they’ve had the FA. The Fjarriagua endure a torment of the psyche as severe as their physical transformation. As they are inundated with harrowing visions during their communion with the unholy altar, a deep-rooted loathing for all Descendants takes root in their hearts, seeping into their very being like the creeping cold. Such is the price of their devotion that their minds are perpetually on the edge, teetering towards depression, emotional instability, and even schizophrenia. Yet amidst the howling storm of their mental turmoil, there exists a beacon of solace – their kin. The bonds among the Fjarriagua are woven as tight as the winter's bite, radiating a warmth that belies their frost-bound existence. This sense of belonging, of shared fate, provides a fleeting respite, a thaw in their otherwise frost-ridden minds. These creatures, as well, possess an innate craving for a Descendant's warmth, due to their body and soul lacking such. Causing them to fall into a horrifying addiction, which may only be temporarily quelled by the devouring of a Descendant's flesh. Yet, the flesh does not harbor mere warmth, but the person's essence. Therefore, should a Witch indulge herself with the cannibalization of a Descendant, she will find herself overwhelmed by the emotions that they carry- meaning that a happy-go-lucky human, or a depressive elf, will temporarily cause the witch to take on these traits. Spoiler Mental Illnesses Preface: Fjarriagua are plagued by mental illness & personality disorders, which include, but are not limited to: Schizophrenia, General Anxiety, Psychosis, Antisocial Personality Disorder, Borderline Personality Disorder, Social Anxiety, Panic Disorders, and Narcissistic Personality Disorder. These mental illnesses can manifest in irritability, anger issues, a short temper, a grandiose sense of self, believing themselves to be invincible, mood swings, isolation, and racing thoughts. Note that these manifestations listed are only a few amongst the many others that the Fjarriagua may pick for herself, and do not apply to every single Fjarriagua. Due to their innate resentment for Descendants and their detached feelings towards them, Fjarriagua struggle to see them as people, but rather seeing them as tools, assets, and so forth. This means that while capable Fjarriagua may feign kindness and decency towards others, they will not weep for them should they die. Their mental ailments are quelled to a degree by being amongst their kin, as they may form connections and empathize with their own so long as it is strictly platonic and/or family relationships. This is to say that they see their own coven as their own siblings and parents, and may form friendly relationships with them. A Fjarriagua is heavily dependent on her kin (all those who share the Mark) and especially her Mother for mental reprieve. The longer she goes without interacting with her own, the worse her mental health becomes. This makes it extremely hard - bordering the impossible - to kill one of her own, as it would be comparable to killing one’s own parents. Yet every situation is circumstantial, allowing them to perform these acts should there be proper reasoning for such. Otherwise it will be ruled as an instance of Powergaming. -A Fjarriagua’s mental state greatly plummets, being far more prone to a poor mental state and other mental illnesses. The only way of quelling that is to be around their own kin, which brings a sense of comfort.-They may not feel any romantic feelings for one another, and instead can strictly have familial / friendly relationships with one another.-Fjarriagua may temporarily alleviate their mental ailments by spending time together, or spending time around an altar.-It is heavily recommended that Fjarriagua players do their own research on mental illness and not play into stereotypes, to provide an enjoyable quality of RP to all parties included. -The compulsion to devour flesh does not possess any mechanics nor restrictions, and completely up for the Fjarriagua to roleplay the way she sees it fit. This includes the emotions that they take on from the Descendant they cannibalize. They may choose it to last a few hours, or days, or months, depending on what they believe is best for the narrative. The victim may be /msged OOCly for information on their persona's archetype. ———«»————————————«»————————————«»——— Spoiler Swoon - [Combat/Non-Combat] [2] - [T1]Teetering between life and death, the Fjarriagua may take advantage of her altered, cold body by temporarily stopping all forms of heart movement, as well as any form of breathing over the course of [2] emotes, in a desperate attempt to get her foes off her trail. This will cause her to fall temporarily unconscious for up to [10] emotes. This will make her heartbeat undetectable, their skin as cold as a corpse, practically meeting all criteria to be perceived dead. Upon her awakening, she will be temporarily hindered by a mild headache, and somewhat dazed - disallowing her from effectively fighting and being able to cast any forms of magic for the next [3] emotes. Spoiler Red Lines: -The Fjarriagua may use Swoon whilst disguised.-After waking up, their effectiveness in combat for the next [3] emotes are greatly reduced, as well as being unable to cast any forms of magic until these emotes pass. Then, they may return to normal. - A Witch may not uphold the Swoon spell for longer than a [10] emote period. After that period passes, or if the encounter ends before that, the Witch will awaken. She may awaken of her own accord at any moment during the duration of this ability.- During Swoon’s duration the sleeping Fjarriagua is completely unconscious and unresponsive, making her incapable of hearing anything said near her or reacting to any manner of action done upon her as long as it is not fatal, that is to say that if someone were to saw off an arm of a leg while she was under Swoon's effects, she will not be aware of it until she awakens, being fully unconscious.- The unconscious Witch must roleplay the fatigue and aches that plague the Witch upon returning to consciousness. Frost Mending - [Combat/Non-Combat] [2] - [T2]More often than not, the Fjarriagua will find themselves in situations requiring medical assistance. By conjuring specs of ice and snowflakes over the course of [2] emotes, they may stack them on a wound in order to temporarily cut off blood loss, until they get adequate help to heal themselves. This requires great concentration, finding themselves unable to move nor strike during its channeling. During the channeling of it, their movement is halved. Spoiler Red Lines: -Unlike typical restoration methods, this is considered more of a band-aid, not repairing tissue.- This cannot be used to bandaid fix a fatal wound, such as the loss of half of one's neck, or a stab to the heart. They may glue an amputated limb into their severed stump and Frost Mend it, although are incapable of using it in any shape or form until the Ritual of Reconstruction is performed.-Should they not have a limb to glue back on, the severed stump may not be patched up by Frost Mending, as it is too large of a wound. Closing up the wound after losing a finger or any appendage is allowed.-This can only be SAFELY used on creatures immune to the cold. Should it be used on anyone else, while Frost Mending will achieve its goal of stopping the bleeding of a wound and serving as a band-aid, they will have to deal with stage 2 frostbite, as well as the pain of pins and needles that come with it, and the blisters that form when it finally warms up after the spell is no longer on their body.-Cannot multicast, or strike while healing, as it takes a major action per emote. May not move more than [2] blocks per emote.-Anything more than light contact (such as an attack) on the mended area will easily shatter it. Disguise - [T1] [Combat | Non-Combat] Through disguising, the Fjarriagua not only gain the ability to shape themselves into the forms of a variety of Descendants, but to grant illusory warmth upon their body, allowing them to blend in with the mundane, and use their wits to their advantage. Crafting a disguise is no small feat, as they have to gather specific items to create their perfect guise, bits and pieces from the traits they aim to surface on their body, all in one accessory that they wear on themselves. Then, they may infuse that accessory with their very essence, activating it. Disguise crafting can range from a simple creation, although with many tells, to a more complex creation, reducing the amount of tells the more effort is put into the creation of it. These disguises may possess unnatural quirks to them, such as a smile that stretches on for miles, or shifting pupils for all manners of expression. When they exit their disguise, they may also choose to shatter it in a dramatic way, such as breaking it into many icy flakes, or even tearing that skin apart themselves to reveal their form. Although for nothing more than dramatic flare and aesthetic purpose. Although, should a Sigismund’s Candle be lit near a disguised Fjarriagua, their skin and flesh affected by such will begin to look increasingly frozen, as if nullifying the disguise’s effects, revealing their true nature hidden beneath. Spoiler MECHANICS In order to craft a disguise, a Fjarriagua may mix them together, such as dropping them all into a cauldron, and then infusing the accessory of their choosing, which will take on the properties of the disguise when worn, or even physically placing the parts on an accessory. The process begins by mixing in a piece of the body of the Descendant of their choosing, such as hair, nails, skin, or anything biological that is a part of them. Such as the beard of a Dwarf, or the hair of a Human, which will be considered as the base race of their disguise. Then, they may pick from a selection of Charms, with the intent to further disguise their tells and to blend in with the crowd. Disguises take [1] minor action to shift in and out of. CHARMS Teeth ⇀ Adding Descendant teeth into the creation of the disguise may hide their monstrous teeth, allowing them to look completely mundane in nature. Skin⇀ By adding the skin of a Descendant into the disguise, they may then hide the temperature of their skin, granting them a minor resistance to heat. This merely makes higher temperatures more tolerable to them. Nails⇀ By adding Descendant nails into the disguise, they may be able to eat foods that aren’t flesh nor meat, although are required to purge them later on due to their inability to digest them at all. Bone⇀ By adding Descendant bones into the disguise, they may quell their mental ailments to a point, granting them a faint comforting aura. Blood⇀ By adding Descendant blood into the disguise, they may hide their slow-moving, slushy blood with one that looks more mundane in nature- although only when it comes to any non-deep wound. As well as providing an illusory heartbeat and pulse. Red Lines: -Disguises must adhere to height and weight limits as well as any other constraints of their target Descendant race. This does not include the race’s curse, such as orcish bloodlust.-A player-signed item with a brief description of the disguise is required to be in the Fjarriagua’s inventory.-To craft a disguise, the Fjarriagua is required to have at least an accessory infused with a piece of the body of a Descendant. Everything else is optional.-The body parts (hair, nails, etc) may not be one of their own kin’s.-In the case of half-breeds, the Fjarriagua may combine the parts of two different races to get the desired result.-This does not grant the Fjarriagua any changes combatively. If a Fjarriagua was originally an Elf, by turning into an Orc they do not gain any extra strength, nor do they lose strength if they turn into another race.-Shifting into a different race allows the Fjarriagua’s body to either increase or decrease in size within the limits of the chosen race. For example, should they become an Elf, they cannot go past the 6’4 maximum height limit. The same applies to every other race.-Were the Fjarriagua’s accessory be removed from her person, or destroyed, then her disguise will shatter with it.-The magic within the accessories is only perceivable to Fjarriagua and Fjarriagua alone. -One cannot just 'guess' that the accessories have something to do with disguising, as it will be ruled as blatant metagaming.-With the Blood addition to the disguise, the slushy blood is no longer visible through surface cuts, requiring there to be considerable & deep wounds for such, making aurum testing ineffective. Anything further than 5 centimeters deep may be considered a deep wound.-One cannot disguise as an existing persona on LotC, nor are they allowed to steal one’s skin.-Sigismund’s Candle will always reveal a Fjarriagua in its area when lit, due to the fact that they are frozen souls that inhabit a frozen vessel. FROST WEAVING - [T1] [Combat | Non-Combat] As Worshippers of the Ice, Servants of the North, and as the Children of the Deep Cold, all Fjarriagua will themselves longing for Winter’s embrace, rejoicing and celebrating for it to begin and dreading its end. Thus, as is their birthright and their very nature, they all find themselves as one with ice, being capable of weaving the ice around them as if it were an extension of their body, allowing them to achieve feats that were once impossible. They may freely weave ice outside of combat, so long as nothing is used to bypass the player’s mechanical limitations. Spoiler TIER MANIPULATION In the [1]st tier, the Fjarriagua will find herself unable to shape more than an [1x1x1] area at a time, her shaping being quite geometrical and simple in nature. While on the [2]nd tier, she will find herself capable of easily manipulating a [3x3x3] area, with her capabilities with her ice manipulation allowing her to detail the ice some more. This means that while a Fjarriagua in the first tier may only be able to design things out of ice such as an icicle, or a club, a Fjarriagua in her second tier will instead be able to design the rough shape of a sword, dagger, and so on. On the [3]rd tier, the Fjarriagua will find herself much more adept, capable of interacting with a [5x5x5] area with more ease, able to much more detail what it is she designs. Now, she may carve words and designs into objects and weaponry for example. Fjarriagua on the [4]th tier now find themselves capable at manipulating an entire [8x8x8] area, their ice manipulation capabilities considered mastered. Now, they may intricately design what it is they manipulate, weaving it akin to an extension of themselves. Vaettr, being on the [5]th tier, find themselves exceeding mastery. Manipulating ice coming off to them as subconsciously easy as blinking one’s eyes, finding themselves capable of manipulating a [10x10x10] area at a time, their detailing of such allowing them to shape highly-detailed objects, such as a realistic icy statue of someone, with ease. TELL-TALE CONNECTION SIGNS ⇀ Icy mist swirling around oneself. ⇀ Singing, chanting, or deep guttural hums. ⇀ Glowing azure hue around their body, the same hue their eyes possess. Such as the cracks of their body lighting up. These tell-tale signs are only a few of the many signs that a Fjarriagua may choose for herself within the theme of frost & witchery, so long as it does not provide any combative aid whatsoever. Red Lines: -Aesthetic creativity for tell-tale signs is allowed so long as it does not provide an advantage in combat.-One may not multicast, i.e casting ice spikes while ensnaring someone in the same emote.-Cannot control voidally conjured ice, they may conjure their own ice or manipulate pre-existing ice.-Anything considerably painful, such as being struck by flames, malflame, deific magics, or suffering from a deep wound due to Aurum will break the concentration of the Fjarriagua, requiring her to spend an emote to re-connect.-Fjarriagua’s ice is considered magical. Immune to mundane flames, possessing the durability of ferrum, unless stated otherwise in each specific spell.-Ice being manipulated by a Fjarriagua is vulnerable to dragonsflame and blue fire, being able to melt them in just [1] direct strike.-A Fjarriagua may not create things such as ladders or bridges to bypass mechanical areas they cannot reach whilst utilizing the ice as an IRP avenue. |—«»—| Sensing - [Passive] Being one with the ice, Fjarriagua may sense all who tread upon snow or ice around themselves, within a few meters around themselves, although unable to discern friend from foe within that sensing, incapable of knowing who exactly it is that is treading upon that ice. The range of Sensing depends on the Fjarriagua’s tier. T1: [2] meters around oneself, incapable of discerning who or what is moving upon the ice. T2: The range is increased to [4] meters around oneself. T3: Range is increased to [6] meters around oneself, now capable of discerning between light and heavy footsteps. T4: Range hits its limit, now increased to [8] meters around oneself. Red Lines Spoiler -Fjarriagua cannot discern who is walking on that ice. Merely sensing that something is moving on that ice. T3 and above allows them to discern between light and heavy footsteps, but nothing more. This means that they may figure out that there is something/someone large if an Olog were to stumble around the ice, compared to the light footsteps of a human.-The Witch can only try to guess the true size and shape of the opponent from their footprint, alone. Being incapable of sensing the entirety of their form, merely the part of them that is in contact with ice and snow as they move across it.-Should one remain still on the ice, then Fjarriagua may not sense them through this spell, only functioning through movement on ice or snow.-This passive spell does not work if the target isn’t walking on ice or snow. Ice Spikes - [Combat] [3-4] - [T1] In the span of [4] emotes (1 Connection + 1 Tell + 2 Control), they may conjure forth from one spike to even a blanket of spikes within a maximum surface area of a single block. Should they use it offensively, the spikes will cause the ground to visibly quake for [1] emote before quickly rising up by [1] meter per emote, to a maximum of 2 meters. Should it be used defensively, the emote count is instead lowered to [3] (1 Connection + 2 Control), reaching the same maximum height of 2 blocks, the spikes being smoothly-moving in a slower manner, rather than shot up. This ability may be used on any surface, though may only grow in a single direction. This is to say, they may not split and move into different directions. The Ice Spikes, due to their sheer size, are more akin to stone in durability, rather than ferrum, requiring [2] major actions to destroy through harsh strikes. In the case of Dragonsflame or voidally conjured Blue Fire, then the spikes will merely melt off in [1] strike. Red Lines Spoiler -Defensive casting would be defined as placing the ice spikes into the ground as difficult and dangerous terrain. Whereas offensive is using the ice spikes as an act to strike somebody.-Defensive usage of Ice Spikes smoothly grows the spikes up, in a slower manner, and may not be placed directly under someone. Defensively-used spikes are slow enough to allow someone to react.-Offensive use requires [1] emote to be dedicated to a form of ‘tell’, with that tell being the ground below the person quaking, which is visible enough to the victim. The next [2] emotes cause the spikes to suddenly shoot up at the speed of an arrow.-The Ice Spikes may either be a blanket of spikes, or a single large spike. However used, they must take on the appearance of spikes, and cover an entire block in width.-They take [2] major actions to destroy, either through blunt attacks or flames of any type. Blue Fire and Dragonsflame on the other hand, merely take [1] strike to destroy them.-These spikes are not capable of penetrating armor, though they may possibly be forced through gaps or penetrate leather. Armored people, on the other hand, will suffer heavy bruising.-Spikes cannot be going into different directions, rather having to stick to the direction that they were conjured to follow. They may be grown vertically from the floor, horizontally from a wall, or grown downwards from a ceiling. Ice Projectile - [Combat] [3-5] - [T1] In the first [2] emotes (1 Connect + 1 Control) the Fjarriagua begins to conjure a mass of ice, capable of choosing whether to make it sharp or blunt. Should the creature continue channeling their magic, they may add up to [2] extra emotes of charging - totalling up to [4] emotes - adding either up to 3 full projectiles hovering beside it, or continuing to stack the first projectile into a bigger one with the combined size of each projectile. The Fjarriagua may then spend the final [1] emote shooting that projectile. Any other Fjarriagua aiming to aid with the one casting this spell, may add a projectile to the casting Fjarriagua’s, or stack their own projectile’s size onto one pre-existing projectile. This means that if a Fjarriagua is conjuring a 3-inch projectile, another Fjarriagua may add their 4-inch projectile onto the main witch’s 3-inch projectile, turning it into 7 inches. Red Lines Spoiler -Projectile size limits are as detailed: T1, 6 inches projectile. T2, 8 inches, T3, 10 inches, T4, 12 inches, T5, 14 inches (slightly less than half an arrow in size) -The consistency of the projectile is akin to that of ferrum, with the speed of an arrow. A sharp projectile, for example, is capable of piercing through padded leather at most, although causing heavy bruising to armored targets. -If connection is broken, the Fjarriagua’s projectile will fall to the ground, ruining the progress. This may come to a detriment should she (and others) be spending several emotes charging a projectile up, only to be hit. -The Fjarriagua may not multicast, meaning no charging up this spell while casting another one. Nor can they perform a major action while they charge it up or shoot it. -They may have some aesthetic freedom when it comes to its casting, although with no combat benefits. Such as pretending to sling it, or spitting it out. -A Fjarriagua may either stack the size of [1] Projectile, or create multiple projectiles. It cannot be both. -While blunt projectiles increase in size overall like a ball, sharp projectiles' width are half their length. -Aiding Fjarriagua cannot add extra projectiles should the main Fjarriagua be stacking a projectile’s size. They may only help stack its size instead. Frigid Arsenal - [Combat] [2] - [T1] In the span of [2] emotes (1 Connect + 1 Conjure) the Fjarriagua conjures a packed, and condensed mass of ice, donning the properties of that of ferrum. This mass of ice can take on the form of any weaponry or shield even. Should the Fjarriagua wish it, this weapon may grow out of their own body, such as claws growing out of their knuckles, or their hand encapsulated in a hammerhead. Should the Fjarriagua wish it, she may charge the spell for [1] additional emote, allowing her to strengthen the weapon to the durability of steel, instead of ferrum. As they are weapons of ice, any form of flames will melt them akin to mundane ice. Red Lines Spoiler -Weapon size limits are as detailed: T1 cannot surpass the size of a dagger. T2 cannot surpass the size of a shortsword. T3 cannot surpass the size of a spear. T4 cannot surpass the size of a larger shield / halberd.-The properties of the conjured tool are comparable to ferrum, although it will melt like mundane ice should the Fjarriagua leave combat. -The weapon melts to flames akin to mundane ice. -The Fjarriagua may not multicast, meaning no charging up this spell while casting another one. Nor can they perform a major action while they conjure it.-They may have some aesthetic freedom when it comes to its casting, although with no combat benefits.-The conjured weapon, despite being made of ice, may not be manipulated into moving around or floating in the air for any manner of reason. Ice Layer - [Combat] [3] - [T2] In the span of [3] emotes (1 Connect + 2 Expand), the Fjarriagua may expand a thin layer of ice in an area of her choosing up to [6] meters in every direction, latching onto the ground and nearby walls, causing the surfaces to be slippery, resulting in uneasy footing to non-Fjarriagua, disallowing them from moving more than [4] meters without the threat of falling flat on the ground. Finding it hard to hold their ground, making them more vulnerable to actions that push them around. Should there already be ice on the ground she is aiming to create a slippery ice field on, the Fjarriagua expands that slippery ice by [3] meters per emote by every direction, to a maximum of [6] meters. Red Lines Spoiler -The ground becomes slippery, rendering people unable to run more than [4] blocks an emote without causing them to fall flat on the ground, requiring them to take [1] emote to pick themselves back up.-Those on this ground will find themselves to be on uneasy footing, causing them to be much more prone to falling should they be pushed around. It is akin to walking on a slippery frozen riverbed.-While this spell is being channeled, the Fjarriagua will find her feet rooted to the ground by the ice she is conjuring, making it impossible for her to walk unless she disrupts her own spell prematurely or completes it. This only affects her feet and the rest of her body may still move around.-Kani may counter this spell by making the ground rougher, essentially nullifying its slippery properties, although the ice remains.- Any individuals already standing on ground that is about to be frozen will suffer no penalties or harm, merely having the ground they stand on suddenly become slippery.- The ice will begin to melt off shortly after the witch has left combat or has It been concluded, should the magic of the Fjarriagua have ceased maintaining it. Ensnare - [Combat] [3] - [T2] In the span of [3] emotes (1 Connect + 2 Control), the Fjarriagua may target either their victim’s hands or feet. In the case of hands, layers upon layers of ice begin to stack around their hands and optionally weapon, should they be holding one, increasing its weight drastically, therefore sabotaging their use of it.In the case of feet, they may conjure ice around them, thickening to an extremely heavy degree, where they would be unable to lift their legs off the ground. The victim may spend [2] major actions to break the ice off. Red Lines Spoiler -When hands are bound, the victim will struggle heavily to lift their hands up or weaponize that ice for combat. Olog-strength entities on the other hand, will find their attacks while hands are bound to be slower, more telegraphed, although may still strike with - and even weaponize - that ice. - The ice only prevents the individual from moving their feet/hands around when bound, with the rest of their body having little to no difficulty. -When feet are bound, Olog-strength victims have a movement reduced to [1] block per emote, struggling to move. Anything below is bound to the ground. -[2] Major actions have to be spent chipping or melting the ice off, otherwise it’ll remain. Other characters may assist in freeing any ensnared individuals with strikes of their own. -Ensnare can be used to bind one’s hands together, allowing its usage for capture RP. - The act of their feet being encased in ice causes no harm or pain, with the ice’s cold being mundane in nature. -The Fjarriagua may not multicast, meaning no charging up this spell while casting another one. Frostblink - [Combat] [3] - [T3] In the span of [3] emotes (1 Connect + 1 Charge + 1 Cast) the Fjarriagua may fasten herself to the ground below, as a small layer of ice forms beneath her feet, dashing up to [18] meters in a single direction. Leaving behind a path of slippery ice. Moving during the casting of such will cancel the spell.Those who tread upon that slippery ground will find themselves with unsteady footing, incapable of running without falling down, nor properly able to balance themselves too well. Red Lines Spoiler -Should there be anything or anyone within the Fjarriagua’s path, they will collide in a force capable of causing heavy bruising if not fracturing, to both the Fjarriagua and the victim.-A Fjarriagua is incapable of moving while channeling this spell. Her feet rooted to the ground as she charges the spell.-During the cast emote of Frostblink, the Fjarriagua will find herself capable of narrowly dodging the attacks sent her way.-Cannot be used vertically or to bypass mechanical areas that they may not be able to get to otherwise.-Fjarriagua below Tier 4 are left dazed after using Frostblink, incapable of making a major action until the next emote. Arctic Expulsion - [Combat] [4] - [T3] In the span of [4] emotes (1 Connect + 1 Charge + 2 Cast) the Fjarriagua may coalesce her energy within her throat, expelling a cloud of thick icy mist around herself in a [3x3x3] area, before expanding to a [6x6x6] area on the final emote. Those outside the cloud, will find it almost impossible to see those standing within, only seeing at most large blobs of light and shadow, yet incapable of discerning who is standing where. While those within are capable of seeing about arm’s reach around themselves at most. The mist lasts a total of [3] emotes. Red Lines Spoiler -The Fjarriagua may not move when she reaches the [2] Cast emotes, unless she ends it prematurely leaving it in a [3x3x3] area. -The cloud is thick and impossible to see through from the outside, while those inside can see within arm’s reach. -The ice is mundane in temperature, those caught within the cloud will find themselves walking in freezing temperatures, causing at most second degree frostbite should they linger for [3] emotes without any layered clothing to protect them. -Fjarriagua are immune to the blinding effects of Arctic Expulsion.-The Fjarriagua may not multicast, meaning no charging up this spell while casting another one. Nor can they perform a major action while they charge it up or shoot it.-Arctic Expulsion takes on the form of a thick white cloud in appearance PACTING - [T2] [Non-Combat] Whether out of gain, or out of sheer desperation after being exposed, the Fjarriagua may pact with those not of their kin, spreading a portion of their Mark directly onto the person, where a bruise-like, frostbitten area forms on it. The pattern of that mark may be carved by the Fjarriagua. Some may inhibit the symbol of an eye for example, as if tattooed on their hand, although its ‘ink’ being frostbite, while others may merely have a bruise on their hand. A deal, they make, one to benefit both ends. Such as a simple one where, for example, the Fjarriagua’s required to slay someone, in return for having certain material and objects granted, amongst many other reasons one would pact for. Or a way for the Fjarriagua to keep her identity hidden, upon one finding her true nature out. Requiring [3] emotes to conclude it. The person pacted with, may not pull away from the pact, lest it interrupt it, canceling it and requiring the Fjarriagua to cast it again from the ground up. During this pact, the person is rendered unable to speak of the Fjarriagua and her kin to outside ears, their minds both shifted in a way where they begin to obsess over the pact itself. What may be a benign - constantly thinking of completing the pact - situation, can soon turn into utter obsession, spiraling even into insanity should it take too long. Not even the Fjarriagua is exempt from this obsession. Although, should the pact take too long to complete, and it is unlikely for either party to complete it, the Fjarriagua may shatter that pact - to a great detriment to whichever party was unable to complete the pact. Causing their mental health to deteriorate to major depression and even bouts of hysteria for the span of [1] OOC Week. This means, should the Fjarriagua be unable to complete her deal, while the pactee completed their side of it, the Fjarriagua may shatter that pact, causing to drop into a horrible bout of depression herself, while the person pacted with remain unaffected, due to completing their pact, now free from its chains. Should a Fjarriagua wish it, she may Hex the target with a Hex of her choosing - such as Hideous, where their target is required to complete their end of the deal, or - should all fail - wait for the pact to be shattered by the Fjarriagua for that Hex to dissipate. Upon the completion of the Pact, the person is drawn into a vow of silence, unable to speak about anything they may know about the Fjarriagua, their nature, and those who are one of them. After the completion of the pact, that vow of silence is extended to [1] OOC week, which afterwards they may freely speak of the Fjarriagua. Spoiler Red Lines: -Pacting must be OOC consented, including the optional Hex.-Should they take too long to complete the pact, whoever has not met their end of the deal begins to grow obsessive over the situation, gradually progressing into a state of utter insanity until completed. Affects the Fjarriagua as well.-The person pacted with cannot speak, write nor describe the Fjarriagua and their kin, as they feel something within them lock up should they attempt such.-Should a Fjarriagua wish to Hex the target throughout the duration of the whole Pact, this must also be OOC consented, and heavily advised for the Fjarriagua to take a full-screen screenshot or documentation, as once consent is provided, it can no longer be revoked during the pact.-The pact must not be of any sexual nor romantic nature, nor can the pact include having the Fjarriagua do or say anything that may harm her kin.-Upon the completion of the pact, the person pacted with will forget everything related to the pact, and the specific Fjarriagua, as well as all information shared about her kin during the pact. Although, the emotions - whether positive or negative - related to the Fjarriagua will remain, merely oddly seeing the witch in a positive or negative light, or harboring feelings such as resentment, fear, with no particular reason as to why. ECHOED WHISPERS - [T2] [Non-Combat] Ice is but an extension of the body for the Fjarriagua, wielding the expanse of winter’s domain as if it was yet another limb they always had, with some becoming another mouth that may speak their voice. By infusing a portion of their essence within an object, the Fjarriagua may then whisper words to it, effectively trapping these whispers within the object itself. Causing that object to glisten in a faint, icy blue. Then, should it be interacted with again, the object itself will echo those whispers, freeing both words and magic from itself, rendered mundane. Red Lines Spoiler -This may only be done out of combat.-The Fjarriagua infuses her energy into that item, causing it to glisten in an icy blue, whispering words into it in #w channel, which will be trapped within.-Signs are required to be placed in order to be DMed when interacted, to have these whispers echoed back.-Each Echoed Whispers item is one use. Only items made out of Cursed Ice may be re-interacted with, so long as the item is not destroyed. HEXING - [T3] [Combat | Non-Combat] The Mark - a curse that inhabits the Fjarriagua - has become their weapon. One that may be twisted in lesser variants, to afflict the poor souls struck by it, albeit temporarily so. Binding to the victim’s soul for the span of [7] OOC days in the case of Lesser Hexes while Greater Hexes only last for [1] OOC hour, or until combat is concluded. These Hexes may be cast both in and outside of combat - Lesser Hexes being able to be cast within the comfort of their Disguise - by coalescing their energy into their eyes, and muttering chants under their breath over the course of [3] emotes. Should a Fjarriagua instead decide to lay a Hex upon their victim through physical touch, they are instead required to spend [2] emotes with direct physical contact with their victim, where they may lay that curse onto them, leaving a bruise-like mark on where the victim has been touched. Greater Hexes may only be casted while the Fjarriagua is out of her disguise, due to the great potential of power they are required to harness. Lesser Hexes Crack - [Combat | Non-Combat] The afflicted individual’s skin will be rendered less malleable, and feel slightly more solid. Their skin cracking as it stretches, causing mild pain and itching. Should they be stabbed or stuck, the affected area will crack akin to a thin frozen lake struck by such an attack. Brittle - [Combat | Non-Combat] Their joints and bones chilled within, the target will find their joints moving slightly slower, causing moderate pain. These very joints producing disturbing sounds, such as pops as they go, inconveniencing them as they function in their day-to-day life. Hideous - [Combat | Non-Combat] The poor victim affected by such a curse will find their eyes and facial structure altered to resemble a botched, humanlike facial structure of a desired animal. For example, should a Fjarriagua hex their target into a toad-like form, their target will find their eyes grown larger, their mouth made broader and lips grown more bulbous, and their tongue elongated to an abnormal amount, as their saliva is turned colder and stickier, slime-like in substance. Prey - [Combat | Non-Combat] The victim will be overcome with the sensation of being watched, as they begin to sometimes see odd shapes in the corners of their eyes. Sometimes, they may even hear incomprehensible, yet disturbing whispers echoing within their ears. Greater Hexes Snowstorm - [Combat | Non-Combat] The afflicted individual’s eyes will be overtaken by a foggy, white hue, causing the victim to be unable to see further than [3] meters around them, as if in the middle of an intense snowstorm. Cryostasis - [Combat | Non-Combat] The victim’s blood begins to slow down, their body drastically lowering in temperature as if overtaken by a strong chill, causing them to be rendered sluggish, essentially reducing their movement in combat by [3] blocks, as well as sabotaging their dexterity. Silence - [Combat | Non-Combat] A loud shriek is let out within the victim’s mind, stuck in a perpetual loop. Such an act disrupts any currently casting mage - and if in combat - disallowing casting for the rest of the encounter, as a migraine takes over. The victim becomes unable to hear anything around them, unless the person addressing them is within [1] block around them. Tranquility - [Combat | Non-Combat] The victim’s mind is set at peace, akin to a breath of fresh air in a wintery morning, as the sun rises from the horizon. Tranquility is all they begin to feel, seemingly beginning to lose their sense of fear and danger, their anxiety, making them heavily more prone to taking dangerous risks to themselves. Red Lines Spoiler - Effects from Lesser Hexes will not last longer than [7] OOC days, and Greater Hexes will not last longer than [1] OOC hour or until combat is concluded unless specified otherwise, or consented by the victim to last longer for the sake of a good faith narrative. -Greater Hexes require the Fjarriagua to be out of her disguise to cast.-Lesser Hexes provide almost zero changes to combat, being mostly a hindrance to the target. They may at most provide very slight effect to combat, such as the moderately painful and slower joints being a small hindrance, although no more than that.-Holy mages may cure the effects with their magic. -In order for the chanting Hex to succeed, there requires to be line of sight throughout all of the [3] emotes. Should line of sight be broken, the Hex will have to be re-cast from the beginning.-A target may only have up to one active Greater Hex, and one active Lesser Hex at a time. Should a Fjarriagua attempt to hex an already-hexed target of the same type, it would simply fail, leaving the witch with a mental note that they are already affected by one. -Lesser Hexes may immediately take effect, or be stalled all the way up to the next OOC day, leaving the Fjarriagua to inform their victim at their discretion.-Fjarriagua and Vaettr are immune to Hexes on one another.-Range is limited to that of their specific Tier’s Frost Weaving max range. TORMENTED COOKING - [T3] [Non-Combat] A far more calculated, yet sinister form of Hexing. The Fjarriagua may mix the appropriate parts of a Descendant with their own blood, granting the combined food or drink the capability of affecting whomever were to eat them. To create such foods, the Fjarriagua may merely mix those ingredients into whatever she is cooking, or even smash the Descendant parts with her own blood into a paste, where it may be applied onto the finished food, resulting in a cursed variation of it. These foods bring no discerning factors that would make one conclude that they are cursed. Although Fjarriagua may spot their own essence infused within such foods, regardless of which Fjarriagua made them. Due to Vaettr’s lack of blood, they may instead dig into their own body, retrieving a tiny fragment of themselves, which they may mix with the parts of a Descendant in order to create cursed foods. Curses through Tormented Cooking last [3] OOC days, unless purged by holy magics. This may be extended should the victim wish so. Spoiler Cannibal’s Teeth - [Non-Combat] - Teeth The consumer’s teeth begin to fall off over the course of day [1], as a row of sharp and jagged teeth, ones exactly like the ones the Fjarriagua possess, both in terms of function and form, fully replace them within that same day. Upon the last day of the curse, these teeth will fall out, as their regular teeth finally return. Hunger of the Wicked - [Non-Combat] - Flesh The consumer will grow an intense craving for mortal flesh above all other foods and delicacies, unable to look at fresh blood or an injury without intense cravings for the curse’s duration. If they were to come across an injured person, they must roll a [20], and anything below a [10] will cause them to go feral and attack that person until they’ve either satiated their hunger, knocked out, or neutralized. Fear the Night - [Non-Combat] - Brain The consumer gradually begins to get overwhelmed by a mixture of pacing thoughts and incomprehensible voices on day [1], putting them in a panicked state. This disallows them from being able to sleep, which may cause severe exhaustion, and a variety of symptoms that come from such an exhaustion, including but not limited to hallucinations, irritability, forgetfulness, etc. Purge - [Non-Combat] - Stomach The victim’s stomach will grow an intense pain, causing them to feel queasy, unable to eat foods without causing them great pain, their torso swelling, resembling a bloat should they eat anything. Distorted Silhouette - [Non-Combat] - Spine The victim's spine grows distorted, bending in unnatural ways, causing them to befall Scoliosis. Their back bent into a certain direction, such as being bent downwards to the front, resembling the form of a hag's. Bringing forth aches and pains, as well as hindering their mobility. Decrepit - [Non-Combat] - Skin The consumer will find their skin begin to stretch, growing saggy and wrinkly, their lips turned dry and chapped. Essentially making them look like a haggardly, much older form of themselves, although to no cost at their physical state. Breath of Frost - [Non-Combat] - Lungs The victim's lungs grow achy, their breaths shallow, as all air they exhale misty and frigid, as if breathing out cold air. Their mere breathing, made painful from such a curse. Their breathing pattern resembling that of someone with asthma. Chatter - [Non-Combat] - Tongue The victim's teeth begin to chatter, their tongue rendered slower, and their saliva thick in consistency, akin to slime. Making speech extremely difficult, causing them to struggle to speak out words, their speech excessively stuttery. Slow - [Non-Combat] - Blood The victim’s blood flow slows down and drops in temperature, resembling the Fjarriagua’s blood- turning it into a slushy consistency. Rendering them sluggish, and reducing their general ability to move by half the pace, yet finding themselves bleeding out at half the pace as well. Red Lines: -Only up to two ingredients may be used per product.-Products do not require ST signing. -Requires the usage of a Descendant’s body parts. -Vaettr can mix a tiny piece of themselves as a substitute for blood due to their lack of such. -Cursed foods are indiscernible from normal foods and may not be metagamed.- Effects from cursed food will not last longer than [3] OOC days unless specified otherwise, or consented by the victim to last longer for the sake of a good faith narrative.- Holy mages may cure the effects of the tormented cooking with their magic.- A maximum of [3] may be made per OOC day.-This may only be done out of combat. -The Tormented Cooking curse may immediately take effect, or be stalled all the way up to the next OOC day, leaving the Fjarriagua to include it in the item description to inform their victim at their discretion. -Fjarriagua and any variations of their kin are all immune to Tormented Cooking's effects. -The Fjarriagua will have to /showitem the item to the victim after it has been consumed. This may be stalled until after the RP encounter should a Fjarriagua fear that the person consuming it will OOCly warn others and therefore sabotage the RP. ONE WITH FROST - [T4] Fjarrigua, upon reaching the fourth tier, have reached the peak of their capabilities. Manipulating ice comes as easy as lifting one’s arm. Their furthered connection allowing them to perform greater feats, such as drawing Hoarfrost directly from Skjoldier, or even coming together to encase creatures in ice. Summon Hoarfrost - [Combat] [3] - [T4] In the span of [3] emotes (1 Connect + 1 Charge + 1 Cast) the Fjarriagua may conjure forth ethereal frost directly from the realm of Skjoldier known as Hoarfrost, using it, she may coat her or her allies’ weapon with a thin layer of shards made of deathly cold ice, afflicting those struck by it with second degree frostbite, as well as a searing sensation, should exposed flesh or skin be struck. Though, by swiping their weapon from afar, they may expel a portion of this Hoarfrost in an otherworldly arc of icy light at the speed of an arrow, harming their target as if physically struck by that weapon by the Fjarriagua herself, with a maximum range of [10] blocks. However used, the Hoarfrost lasts on the weapon for a total of [2] attacks. Red Lines Spoiler -Hoarfrost has a maximum use of [2] attacks before the weapon loses its effect.-Being small needles of ice, hoarfrost would inflict a searing sensation of pins and needles on their target, as well as stage 2 frostbite. -May be conjured on an ally’s weapon so long as they are within casting range of the Fjarriagua in question. -The strike would only be as if the victim has been struck by that weapon of mundane nature. This means, should the weapon be made of a rare ore, or magically altered, or enchanted, it may not transfer any of these by range. This is to say that if a Fjarriagua were to strike someone with Salium sword, the Hoarfrost attack will merely strike the target from range as if struck by a mundane ferrum sword.-Can be used on bare fists or improvised weaponry. Freeze - [Combat] [5] - [T4] In the span of [5] emotes (1 Connect + 1 Charge + 3 Cast) the Fjarriagua may begin to spread frost upon their victim (up to an Orc) starting on the [3]rd emote, thickening the ice that surrounds their body on the [4]th emote, which halves the movement of their target - both in terms of distance traveled per emote, and the movement of their body as a whole, such as attacks - before furthering the growth of the ice on the [5]th emote, where they are now fully encased within a large cube of ice, unable to harm nor be harmed. This block of ice shatters after [4] emotes, with each harsh, blunt strike or strike from magical flames from any outside force taking off [1] emote, allowing it to shatter earlier. Aiding Fjarriagua may partake in this spell together, should they wish to freeze anything larger than an Orc. Red Lines Spoiler -The ice surrounding the victim is mundane in temperature, inflicting up to stage two frostbite at most on exposed skin due to being encapsulated in a block of ice. -Movement of all forms is halved on the [4]th emote. -Those frozen by this spell will find themselves safe from damage, but also incapable of acting until freed. -Each harsh blunt strike or fire attack on this spell takes [1] emote off its durability of [4] emotes. -Should the casting Fjarriagua’s spell be interrupted on the [4]th emote, then the person’s movement returns back to full on their next emote, requiring the Fjarriagua to start over all the way from the first emote. -A Fjarriagua cannot freeze anyone larger than an Orc-sized entity by herself, requiring the presence of [2] Fjarriagua casting this spell in order to affect an Olog-sized entity. -During ST events, it is up to the ST’s discretion whether to allow the Freezing of beasts larger than Olog. Ice Dome - [Combat] [4] - [T4] In the span of [4] emotes (1 Connect + 3 Control), A Fjarriagua may create a dome of ice around herself, and perhaps even fellow Witches with OOC consent, in a [3]-meter radius in order to defend them, allowing the witch to still manipulate and conjure forth ice around her while encased within said ice. This dome can take about [4] harsh hits from a harsh blunt weapon like a warhammer or a magical fire-based attack, or [5] if using a blade/spear before shattering, sending the Fjarriagua into a daze for [1] emote. Vaettr, due to their superior mastery of ice, are unaffected by the daze. The Dome may be voluntarily or after [5] Turns have passed, be shed off by its inhabitant in the span of [1] emote without the Fjarriagua being stunned if the dome has not suffered any direct hits from any kind of weapon, during this emote she may only attempt to dodge any incoming attacks or move a total of [4] blocks in any direction before continuing on as normal. If the dome has been damaged, then the Fjarriagua would be stunned for [1] emote, exactly as if it had been shattered by another. Fjarriagua may freely cast magic within that dome, so long as they have line of sight, although may not physically move nor be capable of casting any movement-based spells (such as Frostblink) Red Lines Spoiler - While encased in ice, the witch, while perfectly conscious, is physically immobile, incapable of any manner of movement. - The Witch is capable of all Ice Conjuration and Manipulation and its spells during this state, although her range is limited to merely 6 blocks in any direction. - If a Witch’s dome is shattered, she will be considered stunned for 2 emotes, severing her connection and being incapable of reconnecting until the effects pass. While stunned she may only move a total 4 blocks in any direction maximum and is incapable of any major action to fight or defend herself. Practically leaving her defenseless. - Ice Dome may not be used to bind another person in place, for example a Frost Witch may not have her arms tightly locked around an opponent as another Witch casts the spell upon her, effectively trapping the opponent within the frozen Witch's grasp until she is unfrozen. -T4 Fjarriagua are stunned for [1] emote if the dome shatters involuntarily, while Vaettr do not get stunned from such. Terror of the Silent Cold - [Combat] [2] - [T4] In the span of [2] emotes through constant physical contact, the Fjarriagua, on either a captured - or an OOC-consenting victim - may brutally drain them of their inner warmth, resulting in their body rapidly losing its functions, freezing up in place. Red Lines Spoiler -This is merely an execute ability, providing the Fjarriagua a semi-freeform way of executing their opponent, either captured, unconscious, or OOCly consenting to such.-This does not require connection, but rather constant physical contact. -This ability does not require connection.-Killing somebody this way provides emotional reprieve to the Fjarriagua for [1] OOC week, lessening their mental ailments as if they are in the presence of a Vaettr. A Vaettr, on the other hand, may feed through this way.-Terror of the Silent Cold requires OOC consent from the victim where they accept that their character has no avenue for escape and can no longer resist and must be performed after battle which has already spilled blood and exhausted the individual. This ability does NOT necessitate a PK.-This ability cannot be used in any other situation unless specifically allowed by ST during any of their events. Cold as a corpse itself, the eternal Witches of Frost inherit a multitude of weaknesses, due to the mixture of their frozen body, and the unholy magics that they possess and embody- both within their body and soul. FLAME Their primary bane, for reasons more obvious than most. These witches of frost have a tendency to dislike and/or steer clear of open sources of flame due to the discomfort they bring to their body. Yet, that is not all, for this heat causes a multitude of harm upon them. ⇀ Direct strikes with flames immediately disconnect the Fjarriagua. ⇀ Flames upon a Fjarriagua’s body melt her at TWICE the pace as a normal Descendant. AURUM Aurum, due to its innate capability at harming all that is considered dark-adjacent, affects the Fjarriagua as well. Due to these creatures’ numbed sense of touch and pain, they tend to have a muffled pain tolerance, yet, seemingly with Aurum, that metal: ⇀ Harms them as if they had a typical Descendant's pain tolerance, which comes to a shock to the Fjarriagua - both experienced and inexperienced - who is so used to a muffled sense. ⇀ If they were to be harshly struck with Aurum during their disguise, their skin-suit would no longer be able to hold, revealing the creature in their true form. FLAME OF THE HIGH HELLS Due to their frozen soul, Malflame affects them in a harsher way than it typically would, inflicting greater pain. So long as it is affecting the Fjarriagua: ⇀ Their connection to the ice is disconnected so long as the Malflame is still actively affecting them. ⇀ The ice within their body corrupts, causing that ice to emit a dim glow, with the same hue of the malflame that affected them. Until the Fjarriagua heals by an altar, that malflame will alway be present through her disguises. LIGHT OF THE HOLY Being dark practitioners, all those practicing holy magics - or rather deific-adjacent magics - are also potent with handling a witch. Its effects upon the witches include: ⇀ Immediately disconnects the Fjarriagua, causing great pain so long as it’s active. ⇀ [3] Deific strikes upon a Fjarriagua is enough to permanently lower her casting Tier to the one right below them. Meaning that T1 Fjarriagua will get disconnected from their magic, while T5 are lowered to T4, no longer able to cast their Exclusive Ability. Such a downside may be cleansed by resting by an altar. They also possess an innate slight vulnerability to blunt, due to most of their body being frozen & frostbitten, although also granting them a slight benefit against sharp attacks. Should the Fjarriagua die, then their soul is sent towards their altar, weeping in anguish as only their kin could hear those cries, tormenting them. Were the Fjarriagua to die by fire, then she may only be brought back through the Ritual of Resurrection. Otherwise, the altar will slowly rebuild her body over the course of an OOC day, allowing her to return to the realm, unable to use any of her magic besides Swoon and Disguise for [2] OOC days. Spoiler -They are considered undead.-They are more susceptible to fire, melting at x2 the pace. This makes them extremely vulnerable to all forms of fire such as draconic, daemonsteel treated in heat, or even medium-density boomsteel due to its ability to be lit on fire.-Deep stabs caused by Aurum harm them as if they don’t have a muffled sense of pain. As well as forcing the creature into her true form. -Being frostbitten & frozen entities, the Fjarriagua are more susceptible to blunt attacks, shattering them slightly more easily than they would the typical Descendant, although this renders them slightly more resistant to sharp attacks. -Due to their frozen soul, Malflame is particularly debilitating, doubling the already-horrible pain it causes, instantly disconnecting the Witch, and disabling her from casting until that malflame is put out. -Fjarriagua are affected by magical diseases, Azhl, Thanhium and Boomsteel like a normal Descendant would be, although immune to Salium and Rokodra, affecting them like a normal metal would. Should they be affected by any such diseases, if the said disease can be mundanely or alchemically treated, the Fjarrigua can passively heal it off by residing within the passive influence of an Altar, requiring to wait through the full duration of the passive healing period. Otherwise, should the disease be untreatable by those means, then a Ritual of Restoration will need to be held on the affected Fjarriagua. -Killing a Fjarriagua with fire is considered a soft PK, and requires to be manually brought back. “Come, sit ‘round. Scratch flint to tinder, kindle hopeful flames. Listen well, though, through breaking wind and shrieking hunger. Learn to fear the Winter’s appetite.” -Sif, the Liar. - An icy soul, for an icy body. These creatures have reached the peak of their ascension, sacrificing their mortality as a whole. Their mind shifts as a whole, the bond that drove her so close to her previous Vaettr severed to a degree, allowing her to care less for her previous coven, but rather focus more on the one she shall now bring to life. To ascend, is no small feat, for many Fjarriagua could only ever dream of attaining such a position. For they must prove ultimate loyalty within a ritual, ridding of all that made them once a Descendant; their personal keepsakes, heirlooms, their mind and body, and finally, the body of a freshly-slain Descendant that they were once close to, as an offering.Should the ritual be accepted by that altar, its roots will reach out towards the chosen, pulling her in within the very heart of the altar, trapped within its walls as she undergoes the long and arduous transformation that is becoming a Vaettr. Throughout the span of days, they remain awake as their skin and flesh tear off their bone, to be slowly replaced by Cursed Ice, where they remain conscious throughout the entirety of the process. In horrifying pain, they can do nothing but to watch, their distorted surroundings within the icy walls that is their altar. To witness their body - little by little - replace itself completely with that unnatural ice. Upon reaching the ascension, the Vaettr unlocks prophecies. Spoiler -In order to Ascend, the Fjarriagua may follow the Ritual of Ascension.-Proper RP should back up the Ascension, RP that is influential enough to the witch’s storyline, as anything half-assed will disrupt the ritual.-Becoming a Vaettr consumes [4] magic slots. Follows the same guidelines on what a Fjarriagua may or may not learn, although a Vaettr no longer has blood nor genus, barring Blood Magic. -Only [1] Fjarriagua may ascend in a month. Putting the Ritual of Ascension on a global cooldown. -Ascending to Vaettr would mean that the bond that held her so close to herself and her previous coven severs to a degree. While they may still see each other as close friends, or even consider themselves family, or even hold respect for one another due to both possessing the same curse, that Vaettr is no longer held by a tight bond to the coven through the curse itself. Reborn anew, Vaettr are entirely made up of Greater Cursed Ice, inheriting its resistance to most flames, yet also inheriting its harsh weaknesses to dragonsflame, malflame and holy magics. Shifting into a creature closer to construct than human, losing their sense of touch and pain. Walking tethers to Skjoldier, their magic comes innately to them, and therefore are no longer disconnected should they be struck by any mundane means. Resilient they have become, the material composing their body completely shifting their anatomy as a whole, making them each the guardian of their respective coven. Its lifeline. Yet, their durability remains akin to a typical Descendant’s, unlike Cursed Ice. Their movements no longer become human-like in nature. Rather, slightly more puppet-like in manner, as if a statue moving itself. A movement remedied should they be in disguise. They do not have blood, the Vaettr are immune to all things that require blood circulation, or blood itself. Lacking any form of genus. This also means that shattering one’s limb does not prove lethal as they do not bleed out. Rather, killing them would require a deliberate act, directly aimed towards a vital part of their body. Spoiler -The movement change is merely aesthetic, posing no real changes to their disguise and combat.-While they are made of a large quantity of cursed ice, their body itself does not gain in durability nor strength, but rather retaining what they previously had, while keeping in mind the changes to their anatomy.-Since they are fully ice, they have an innate resistance to slash attacks, as one would find it similarly to trying to cut through a block of ice, while being more vulnerable to blunt attacks, for the same aforementioned reasons.-They lack genus, and are immune to anything requiring blood or blood flow, such as Azhl, and any other similar venoms, poisons and rare material that may affect them through blood. This means they do not need to breathe at all, their pulse and heartbeat non-existent.-They cannot consume nor be altered by alchemy. -They cannot feel any form of pain, due to lacking the nerves for such, manifesting into the complete lack of sense of touch as well, making it difficult for them to adjust throughout the early stages of their Ascension. Although Dragonsflame, Deific magics and Malflame and Thanhium still possess the ability to disconnect them.-Vaettr are purely made of Greater Cursed Ice, rendering these creatures immune to mundane, alchemical and voidal flames. Dragonsflame, malflame, thanhium and holy magics still harshly affect them, noted under Weaknesses. -They do not lose connection by mundane means, for example a harsh hammer strike into the arm would not affect them. Yet, should they be struck by any of their weaknesses, the pain will immediately disconnect them, as well as a variety of effects listed under Weaknesses. A mind formed anew. No longer can they ever feel true peace, no longer is their mind ever at ease. Experiencing a different set of emotions, ones unlike the typical Descendant’s. Rather, they are plagued with anxiety and paranoia, a worry compelling them to forever tend to their kin, in order to ensure the safe succession of their coven and future generations. The Vaettr loses all that attached them to humanity. Inheriting an innate, selfless form of care towards their coven, Vaettr have an undying urge to protect them. The slightest hint of harming one of their own is enough to potentially cause her to spiral, burning bridges and even slaughtering those who may pose a threat to one of their own. Yet, the Vaettr - out of everyone - require the most amount of consolation, regularly needing to interact with one of their own to remain at ease, seeking comfort out of them. Spoiler -They are no longer fully themselves, their mind completely shifted. Born a new creature, one that cares for nothing more than their kin.-They may temporarily quell their mental ailments by interacting with their kin.-Vaettr are highly dependent on their kin, and are unable to survive without having people to call their own. Should they be isolated on their own, they very quickly spiral down into utter insanity. -Vaettr are capable of witnessing Prophecies.-At this point, the Vaettr are unable to act against their kin, as their mind is not their own. Being the main pillars of their community. Should they attempt to go against their own kin without proper reasoning, it will be considered powergaming. Creatures, they have become. Forsaking all that bound them to Descendancy. Transformed into an icy mimic of their past selves, a mere mimic of the Descendants they once were - although uncanningly so. Though, through devouring the entire corpse of a Descendant, they may temporarily use that Descendant's innate warmth as fuel, inheriting their motor functions, and therefore rendering them capable of feigning normalcy, to further act like the typical Descendant. Only to slowly lose their grasp on it as time passes. Spoiler -In order to fuel themselves, they require the devoural of an entire Descendant’s corpse,-Should they neglect it, their body becomes more rigid, slow, eventually turning them similarly to a slowly-moving statue in movement. Crippling them physically. Yet they may continue to cast.-The feeding lasts [2] OOC weeks. Constructs of ice, the Vaettr are fueled by a combination of the Descendant’s warmth, and the very essence of Skjoldier itself, which is further spread through the usage of altars and totems. Each Vaettr will directly require to tether herself to her own altar. For without her tethered altar, the Vaettr will find her soul no longer reforming upon the realm, rather stuck within Skjoldier, in an endless cycle. FLAME OF HIGH HELLS Due to their fully frozen soul, these creatures are not only much more vulnerable to malflame than the typical Descendant, but much more weak than even the Fjarriagua to such a flame. As being struck by such: ⇀ Immediately disconnects the Vaettr, causing great pain so long as it’s active, eating away at her very soul. ⇀ A Vaettr attempting to cast after the Malflame spell went inactive within the same fight, will find her own magics to glow in the same color that the malflame that struck them did, as well as finding her body affected by those flames emitting the same hue regardless of disguise. ⇀ Locks them out of their exclusive abilities until they rest by an altar. FLAME OF THE DRAGONKIN Dragonsflame, a flame much hotter than the mundane, possesses the ability to purge the corruption of the very Cursed Ice that the Vaettr is composed of. Making these flames a horrible threat to the struck Vaettr. ⇀ Immediately disconnects the Vaettr, causing great pain so long as it’s active, eating away at the corruption of her Cursed Ice. ⇀ Requires a mere [3] strikes to destroy the curse within their ice, killing them, leaving behind a mere hollow, icy husk of who they once were. LIGHT OF THE HOLY Reborn into undeath, these constructs of ice are a walking, unstable tether to Skjoldier, their corrupted body seeking to fuel itself upon Descendant flesh and warmth. Therefore, holy magics, too, affect them, as being struck by such would: ⇀ Immediately disconnect the Vaettr, causing great pain so long as it’s active, eating away at the corruption of her Cursed Ice. ⇀ Inflict pain as if they had a Descendant’s pain tolerance. For example, the pain of Templar fire burning them is akin to an average Descendant being set on fire in the same area struck.⇀ [3] Deific strikes upon a Vaettr is enough to permanently lower her casting Tier to the one right below them. Meaning that T1 Fjarriagua will get disconnected from their magic, while T5 are lowered to T4, no longer able to cast their Exclusive Ability. Such a downside may be cleansed by resting by an altar. Thanhium as well, affects them as they would typically affect mages. These creatures, while retaining the durability of who they once were, albeit the anatomical change of being purely out of cursed ice, will find themselves slightly more vulnerable to blunt, as it takes a mere [3] harsh strikes to either the chest or the head to shatter them, or [6] slashing/piercing strikes, killing them off. Spoiler -Each Vaettr is required to be directly tethered to a specific altar to return to. Should she have no tethered altar, then every death is a Soft-PK, requiring to be manually brought back through the Sabbath of Resurrection. Tethering mechanics under Altar section. -Due to the lack of coursing blood, killing a Vaettr is only achieved through the loss of their head or through destroying their heart. (Decapitation, shattering the head, piercing one through the heart). -Malflame comes with great pain, eating away at their frozen soul, and sabotaging their magical capabilities, lowering their tier to T4 until the rest of the combat. Their ice affected, and all ice they cast after being struck by malflame will emit a dim glow the same color of the malflame that struck them. -Dragonsflame cleanses the corruption plaguing the ice that composes them, not only causing great pain and disconnecting them as well, but requiring a mere [3] dragonsflame strikes to purge the curse within their ice, killing them off, and leaving behind a mundane icy husk. -Natural weaknesses to thanhium and holy magics, as they are both magical creatures and undead. ———«»————————————«»————————————«»——— While possessing both the abilities of the Fjarriagua and any other forms of their kin, the Vaettr possess a unique set of abilities that allow them to better care and protect for their own, serving as the coven’s lifeline. Spoiler Visions of Thule - [Non-Combat] Entities of frost, these creatures all possess the Mark - a piece of their corrupted deity - connecting them in one way or another. Through the help of a Vaettr, their very minds may be tapped into, pushing them all into a dreamscape, falling into a trance, akin to a deep sleep, incapable of hearing nor interacting with anything around themselves Within that dreamscape, the Vaettr may create and set the scene. All forms of physical harm inflicted within that dreamscape are unable to be transferred upon the material realm. Red Lines Spoiler -The visions cannot be used in combat, nor can they serve any combat-related purposes.-Requires IRP consent.-Only a Vaettr may host a dreamscape.-It is mandatory for the dreamscape to be RPed in one of the RP channels, including #w or #q. It cannot be performed through /msg.-Only Fjarriagua and other creatures holding that same Mark may partake within this dreamscape.-They may exit at any point in time.-Physical contact is not required, but they may at most be within #q range of each other.-Any considerably loud noise, or harsh strike will startle all involved within the dreamscape, forcing them off of it, and dazing them for the next [1] emote, incapable of taking a major action. Totem - [Non-Combat] A literal pillar of their worship, the Vaettr may construct Totems through the usage of Cursed Ice, detailing symbolism towards their kin and their worship, placing it upon the physical realm as a tether, allowing their unholy essence to emanate from. Extending the range of influence of Altars, with the Fjarriagua being able to influence the form it takes as it grows, allowing them creative liberty with the totem’s appearance so long as it provides no purpose other than aesthetics. To create such, a Vaettr with the help of [1] Fjarriagua may plant a seed of Cursed Ice upon the ground, allowing it to take root into the ground, growing into a Human-sized totem. These totems will radiate the passive aura and effects of a [T1] Altar, although unusable for rituals. They may be destroyed over the course of [3] harsh blunt attacks, or [4] harsh non-blunt attacks. Red Lines Spoiler -To create a Totem, the Vaettr may do so through planting a seed into the ground with the help of [1] Fjarriagua. Meaning totems cannot be moved around afterwards. -Totems have to be at the very least the size of a Human.-Breaks after [3] harsh blunt attacks, or [4] harsh non-blunt attacks. Melts to magical flames akin to mundane ice, although immune to mundane and alchemical flames.-May be purged the same way one would purge an altar.-While capable of radiating the passive aura & effects of a T1 altar, it may not be used for rituals.-Each Vaettr may only create 1 Totem per OOC week. -These Totems may be imbued with echoed whispers, by the Vaettr that created them, allowing each one to have a message of their own to share. -Requires ST signature. Presence of the Vaettr - [Combat | Non-Combat] [2] Ascended, these ice-fueled creatures may radiate power around them passively [5] meters around themselves, an aura that may be toggled in or out with a mere [1] emote. As all those not of their kin can feel their imposing presence looming over them. A feeling of being watched, followed by a strong, chilly sensation coursing down their spine. Yet, to the Fjarriagua and the likes, a sense of comfort is washed over them, granting them a sense of safety and comfort. While out of her disguise, her aura is no longer held back, further worsening the effects around those within her presence. This may take on a range of sensations, including, but not limited to: ⇀ Feeling their skin slightly stick to their armor, as if tacky. ⇀ Light shivering. ⇀ The sensation of being watched, or stared at. ⇀ Sensation of dread or fear. ⇀ Exhaling a foggy, misty breath every time they breathe. ⇀ Faintly hearing hums or chants in the background. The Vaettr may choose any of those sensations during her out-of-disguise aura, although may not provide any edge in combat, merely done for roleplay flavor. It must stick to the frost witch theme. Although, should the Vaettr wish so, she may coalesce her aura in the span of [2] emotes, and send it forth to the person she wishes to target, amplifying its effects further, inflicting them with her own mental distresses until concentration is broken. Red Lines Spoiler -Can be cast while disguised.-While this can be cast in combat, all it does is inflict someone with amplified mental distresses that she possesses, such as depression, schizophrenia, emotional instability, and so on. It does not force the target into doing anything.-Lasts until concentration is broken or canceled. Requires constant line of sight.-Cannot force someone to kill themselves.-Out-of-disguise aura sensations are not combative in any way, and only offer flavor in RP, barring its passive use to grant any edge in combat.-Some creativity is allowed for Vaettr in terms of the non-combat sensations one may feel through the aura so long as it sticks to the frost witch theme. One cannot make people feel warm/hot for example. Each Vaettr may pick a subtype, granting them a single ability that defines them, as well as a shift in mentality and goals, to perfectly represent their agenda. This provides a variety to each coven, granting them their own archetype, as well as promoting cooperation between one another. Red Lines Spoiler -After ascending, the player must let the ST know which subtype they become through noting it in their CA.-The Vaettr may not change their subtype, as they are permanently locked to it afterwards. IVIDIA Silently, she suffers. The Ividia is one that keeps more to herself, being far more calculating than the other Vaettr. Although, preferring to bottle in her inner turmoil, the Ividia is prone to sudden, destructive fits of rage upon reaching her wit’s end. Mother’s Rage - [Combat] [4] Consumed by rage and turmoil, over the course of [4] emotes, the Vaettr may channel her pain within her cold heart, freezing the very winds and surfaces around her, as a violent wind picks up around her. Flakes of ice and snow obscuring one’s view, as their movement is halved to a mere [2] meters per emote, incapable of running. Rather, becoming sluggish, unable to see further than an arm’s reach around themselves. The Vaettr is unable to move as it is being cast, making her extremely vulnerable in this phase, an easy target.The storm may be channeled for a total of [8] emotes, before its end, unable to be used again in combat. Red Lines Spoiler -Jøkul and Fjarriagua alike are unaffected by the storm, capable of moving and seeing as they normally would. -The Ividia may move while she is channeling the spell’s [4] emotes, but when the snowstorm goes active, she is rooted to the ground. -When the storm is active, she does not need to maintain constant concentration to keep it up, allowing her to keep it up as she performs other actions. This means that while she is rooted to the ground and the snowstorm is active, making her an easy target, she may still make sure of her major action per turn to either strike or cast something else.-The snowstorm itself does not inflict direct physical attacks on anyone, other than the frostbite that the underlayered victims may begin to develop if they stay within for too long. -Breaking her concentration will immediately dissipate the spell. GYDJA The Gydja, the revered priestesses of frost, are the very heart of the Fjarriagua’s devotion. Entrusted with the profound duty to channel the vast dominion of Skjoldier, these enigmatic figures are the fulcrum upon which the coven's might pivots. Their minds, clearer and more resilient than their kin, are believed to be partly anchored in Skjoldier - the realm nearest to the witches’ chilling embrace. For within these priestesses lies a profound secret: the power to manipulate Cursed Ice at much more ease than their counterparts. Skjoldier’s Herald - [Non-Combat/Combat] Outside of Combat, the Gydja is capable of creating Cursed Ice at a larger rate than the typical Vaettr, as if she were two. This means that she may create [2] counts of Lesser Cursed Ice a day, and [2] Greater Cursed Ice a week, or merely [1] count of each but of greater size - combining the two. During combat, the Gydja may imbue any one of the ice-based spells - either one she is currently casting, or a nearby Fjarriagua's spell within her casting range - with the properties of Lesser Cursed Ice by spending [1] extra emote. This means that she may imbue her Ice Projectile with it, turning the projectile into Lesser Cursed Ice, before finally shooting it off. Red Lines Spoiler -May imbue her own spell or that of a Fjarriagua within her casting range.-When creating Cursed Ice out of combat, she counts as [2] Vaettr, either doubling the number of Cursed Ice she may create, or creating a larger object with the combination of their sizes.-The ice being manipulated by the Gydja imbued with Lesser Cursed Ice obtains its properties, in terms of durability, damage, and so on. -The cursed ice loses its corruption post-combat, turning into mundane ice. SKRIPI Tales as old as time speak of those who dwell within the snowy forests of Thule. Creatures of pure horror, that stalk the foolish who dare venture too far. Hunters within their very essence, Skripi are the most defensive of their kin of all. To devour those who may pose a threat to the Fjarriagua, and to satiate their hunger for sacrifices. This creature - the Skripi - is calculating, yet violent. With a tendency to quickly lash out. Curse of Freya - [Combat] [4] On the [1]st emote, the Skripi’s skin begins to crack and bulge within, falling on all fours. Where on the [2]nd emote, she is rendered defenseless, immobile, as her nails grow into claws, her body growing in size, up to a maximum of [8] feet, as a spiny back forms upon her back. No longer able to cease the transformation, as her jaw elongates, revealing her horrifying teeth.During this state, the Skripi sacrifices all forms of casting in favor of physical gain. Her strength pushed to the next tier. Becoming more dextrous, no longer being affected by difficult terrain as they are granted an additional [1] meter of movement in combat; her claws allowing her an easier time at holding onto stone and branches. Her skin, thickened to that of padded leather in durability. The Skripi may spend [2] emotes to revert the transformation, although rendering her immobile and defenseless during this time. Red Lines Spoiler -During this state, the Vaettr is incapable of casting magic of any form, essentially locking it away, nor can she hold any form of civilized weaponry. Using crude, makeshift weaponry such as rocks and whatnot is allowed. Cannot cast ice, cannot hex, etc. -Due to being unable to cast magic and her human form armor popping off her body during this state, the Vaettr makes up for it in increased strength and movement. This is to say that she may move [5] blocks an emote, or [10] dashing.-The Vaettr may not do anything the player cannot mechanically do, such as climbing up walls vertically. This is to say that the Vaettr may not scale walls to get to the other side unless the player is mechanically able to do so.-The Skripi's strength is increased to the next tier. Meaning if the Skripi's original race was Elf, they will gain Orc strength while they are transformed, returning back to Elf strength once their transformation is reverted. -The armor they wear during transformation will burst and break as they grow in size, resulting in them being armourless. Yet, their skin thickens to that of padded leather in durability. -Her claws, being made out of her own body, are of Greater Cursed Ice, and therefore follow all rules of Greater Cursed Ice. -This is not a connection-based ability, meaning should the Skripi be struck while in her transformed form, it will not force her to revert. A most unholy creation, the Altar serves as the coven’s direct tether to Skjoldier, pulsating a mere fraction of the frigid cold around it, one that all mortals that dare venture too close can feel within their very bones. Its roots, embedded deep within the ground itself. A source of empowerment for all of the creatures of frost, Fjarriagua and Vaettr alike may all draw upon its power, to further their goals. As merely existing around it is enough to benefit them all, hasting their very steps, and allowing them to weave their magic at a higher degree, as well as mitigating their exhaustion. But those who dare venture close to it, are struck by a horrifying chill, one that slows their very movements, as all those who are not layered properly will quickly succumb to the cold emanating from it. To create an Altar, a Vaettr, with the help of [2] Fjarriagua, may conjure forth a seed of Cursed Ice, planting it within the fresh corpse of a Descendant (No older than 24 OOC hours), causing it to sprout, feeding off both the energies of the Witches, and the warmth of that Descendant, rapidly expanding into a large, jagged icy structure, its roots seeping deep into the ground. A Vaettr may tether herself to the altar that she is creating through breaking off a small piece of herself, allowing her soul to automatically return to that altar and reform her body upon the death of her vessel. Otherwise, her soul would be stuck in Skjoldier, awaiting revival. Spoiler -Requires ST Signature. -Should it be tethered to a Vaettr, the Vaettr’s username must be written on the sign. -In the case of there being no tethered altar to the Vaettr, she Soft-PKs on every death requiring to be manually brought back by her kin through the Sabbath of Resurrection. -Corpse must be 24 OOC hours fresh at most, and may not be NPCed. -It is required that when the emotes are being logged (such as in google docs), the usernames of the partaking Fjarriagua & Vaettr are written down, as well as the username of the dead Descendant in order to help the ST keep track. The altar with its roots deeply embedded within the very ground, shifts the very area around it into its own sanctuary. Acting as its heart - its vessel. Entryways of ice opening up and closing, the very icy walls that compose the lair moving, platforms of ice capable of vertically transporting those who tread on them. Upon being within the area of influence of an Altar, all Fjarriagua feel rejuvenated, capable of healing their wounds by resting nearby for [30] OOC minutes so long as they are out of combat, as well as increasing their Tier to the next so long as they remain within its area of influence. Quelling their mental illnesses, and granting them a heightened form of dexterity. Capable of drawing upon the altar's energy to effortlessly cast magic. Mortals who tread close to it quickly feel the cold overtake them. Whether wearing proper clothing or not, they will feel its very aura overtaking their senses, making them feel numbed, sluggish. All exposed and under-clothed skin quickly developing frostbite, and their minds overtaken by a deep sense of discomfort, sorrow and anxiety. Should they linger for long, they will just as easily succumb to its harmful effects. Tier 1: 20x20 | Lasts [2] weeksTier 2: 30x30 | Lasts [2] weeksTier 3: 50x50 | Final stage Spoiler -While they may heal by an altar automatically by resting nearby, they may not heal anything considered unhealable automatically. (Loss of limbs, appendages, organs, etc). Rather only sealing the wounds, leaving them with stumps. -The opening / closing entryways, and vertically moving platforms are merely a cosmetic change to doors and lifts, and provide no benefit whatsoever, nor can they be used as traps. This is merely to represent the altar as a living entity, with the lair acting as its body. Should the altar be destroyed, the lifts and doors will cease to function.-Those not immune to cold will quickly be afflicted with stage 2 frostbite on exposed and under-protected areas of skin should they not be careful, ramping up to stage 3 were they to remain for long.-Non-magical fires within its area of influence are snuffed out. -The heightened form of dexterity is a moderate increase, although not a substantial one. They cannot for example dodge arrows, but they may have an easier time with reactions and movement.-Should the altar have Ritual of Desolation active, its area of influence stretches as far as the desolated lands are.-To destroy the altar, it must sustain [7] harsh, blunt attacks to it, or channeled magical flames for up to 4 emotes. -A Vaettr counts as [2] Fjarriagua. -Altars may be purged through Paladinism. Requiring [2] Paladins at T1 Altar, [3] at T2, [4] at T3. -Druids may purge it through Blight Healing, following the same numbers as Paladins for purging. -A Vaettr will innately learn of these rituals during the Ascension, enlightened with its knowledge. Spoiler THE UNHOLY SABBATHS Sabbath of Reconstruction - [T1] Altar Their body, stuck in a cryostasis, is denied of its own healing. For their struck body may only recover with the presence of an Altar. Even then, presence alone is not enough, for organs and appendages do not naturally recover, requiring the intervention of their own kin's direct magic with the aid of the Altar to reconstruct what was lost. Such a ritual requires [2] Fjarriagua, where they conjure forth ice from the very altar beside them, and reshape what was lost. In the case of a witch losing an appendage, organ (non-vital), limb, or anything one could not reasonably heal over time, the Sabbath of Healing may be performed by [2] Fjarriagua. Ligaments & Lesser Organs: Ligaments such as ears, noses, fingers, and toes, or organs such as eyes or tongues, or any lesser non-vital organ may be regenerated, creating the new ligament or organ from cursed ice and replacing the old one. After the completion of the ritual, the organ or ligament will need some getting used to over the course of 3 days, its function slowly coming into effect throughout that time. Limbs: Limbs such as arms and legs may be regenerated over the course of [1] OOC week, creating a new limb over time where the old one once was. Until the limb is completely formed, the Witch will be unable to use that limb, though they may disguise it to appear like a sealed wound. Red Lines: Spoiler - The Sabbath of Healing may only be performed out of combat at an Altar.-There is no set amount of emotes to follow for the ritual, but the Fjarriagua partaking in this ritual are expected to provide quality RP.-If a wound is fatal, such as being slashed across the neck, decapitation, or being stabbed through the heart, the Witch cannot be healed. Dead Witches cannot be healed back to life even if the corpse is mostly/totally intact.-This Sabbath can only be performed when the Altar has reached Tier 1. Sabbath of Creation - [T1] Altar The most creative of all rituals. The Sabbath of Creation, is a sabbath allowing the Fjarriagua to create and do all forms of things that are outside the box. From conjuring forth an unholy relic, infused with their magic, to creating new rituals, charms, or even abilities if they so wish. The possibilities are endless, and it is all dependent on how they aim to make it work. Yet, the base requirements are all the same. Requiring the minimum presence of [4] Fjarriagua, as well as the corpse of a fresh Descendant, in order for the Sabbath to take place. Red Lines Spoiler -This is intended only for MArt-creation, requiring a valid MArt to be created after the completion of this ritual.-MArts must be on theme following the Fjarriagua.-While the base requirements are [4] Fjarriagua and [1] Descendant corpse, the power level of the MArt scales with the tier of the altar, the amount of fresh corpses used within, and the amount of Fjarriagua present within the ritual. Sabbath of Corruption - [T1] Altar Corrupted is their very essence, a Vaettr, or [2] Fjarriagua may spread the Curse coursing through their veins onto an animal, either live or freshly dead, essentially corrupting them into ice-like creatures. The creature's body will begin to freeze over. Its body as a whole, corrupted with their very essence, and in turn, suffer from a similar transformation: Its eyes growing a dim, azure glow within their sockets, as their maw grows rows and rows of extremely sharp and jagged teeth, similarly to those of a Fjarriagua. Their blood turned extremely slow and slushy, their heartbeat slowed almost to the point of non-existence, and their breathing rendered nil. Gaining an immunity to the cold, but in return, suffering from all weaknesses a Fjarriagua's body possesses; such as Aurum, Deific-adjacent magics and Fire. Due to possessing the same Curse that overtook the Fjarriagua, they may shift in and out of disguise in the span of [1] minor action, allowing them to look alive. Spoiler -The animals corrupted that way undergo a similar transformation to their body as a Fjarriagua's, giving them the same strengths and weaknesses as a Fjarriagua. Such as less blood loss, no breathing, immunity to cold, and so on. At the cost of weakness to fire, deific-adjacent magics, aurum and heat, following the same type of hurt/effects that a Fjarriagua would feel if struck. -If the animal is up to the size of a wolf, it follows all the rules of independent combat pets. Anything larger than a combat pet is capable of being corrupted up to the size of a mount, following mount rules. -Should the animal die, then just like a Fjarriagua, their undead frame will be reduced to a pile of snow and ice, having been sent back to the altar, where Its Soul will be denied peace, as its body is repaired by the Altar once more to its pristine condition. Unless its death is caused by fire, in which case, the animal is subject to Hard-PK. -A Fjarriagua may create at most [3] of these animals per [1] OOC month. -In the case of [2] Fjarriagua performing the ritual, only the leading Fjarriagua’s maximum animals per month slot will be consumed, with the aiding one not losing any of her [3] animals per OOC month. -Cannot corrupt an animal larger than a grizzly bear. Anything larger will have to be submitted through MArt. Sabbath of Desolation - [T2] Altar The Sabbath of Desolation, the Fjarriagua’s most chaotic ritual, where they come together to inflict the surrounding environment with a severe blizzard, leading flora to die as the environment becomes akin to a freezing tundra. This is often used by their kin to make their region more hospitable to their kind, whilst also making it more difficult for mortals to intrude. Such a ritual requires a Vaettr, followed by a minimum of [3] Fjarriagua, where they infuse the altar with their energy, pushing it over the edge, causing the altar’s roots to suddenly wake up, and rapidly expand within the ground below. The sudden mass-infusion of their unholy magic allows its power upon the land to rapidly expand. Over the course of the same OOC day after the ritual concludes, the region begins to drastically reduce in temperature, as regions colder than a desert will succumb to its full effects, reducing one’s vision to [6] blocks around them, and littering the entire area with ice and snow, as an eternal snowstorm takes over the whole region. Red Lines Spoiler -The surrounding area of the Altar, generally the entirety of the region claimed by the Coven, will be swarmed with a deep, ongoing storm. The storm is not violent in nature but leaves the region completely frozen over and reduces any vegetation or wildlife to nothing. -The Sabbath, if done in a hotter region, will cause the storm’s effects to lessen, compared to having an already lower temperature region. Their vision is instead increased to [10] blocks around themselves, instead of [6]-The Sabbath may be performed by a Vaettr and [2] other Fjarriagua at the Altar. Adding more Fjarriagua to aid in the process does not strengthen the power of the storm.-This process requires PRO consent. If it is under another’s region, the PRO of that specific region must consent.-This Sabbath may be performed when the Altar is at Tier 2. -Destroying the altar will purge the land of its snowy blight. Sabbath of Resurrection - [T2] Altar A taxing, yet necessary sabbath. The Sabbath of Resurrection, is one capable of bringing their fallen peers back from the dead, as they can truly never die.Upon their vessel being destroyed beyond what is considered fixable, what is considered to be enough to kill a mundane person, their soul escapes that vessel of theirs, and gets drawn towards an altar, stuck in a state of perpetual agony. A wail that only their kin can hear, begging to be brought back to a new vessel. This ritual consists of bringing the deceased Fjarriagua’s vessel back to the altar, or - in the case of the lack of a body - reconstructing that body from beginning to end. Should that vessel be rebuilt from zero, the Vaettr will be left exhausted, unable to cast any magics for the rest of the OOC day. Then, may a Vaettr begin conjuring Cursed Ice, filling in what is missed of the vessel. Mending the gaps, rebuilding lost limbs and organs, and essentially turning that vessel to its prime, frozen state.Once the vessel is ready, the Vaettr may pull that soul out of the altar, and bind it to the new vessel, allowing the Fjarriagua to return from the dead, albeit in a temporarily weakened state. Should a Vaettr be slain, with these creatures struggling to find another Vaettr to bring her back, then through [5] Fjarriagua upon a pre-existing altar, they may perform such a ritual. A taxing ritual, especially since the Vaettr shatters upon death, making her corpse unretrievable, requiring them to conjure that Cursed Ice themselves, draining them all from any form of casting for the rest of the OOC day. Red Lines Spoiler -This ritual requires a Vaettr, unless a Vaettr is being resurrected, in which case [5] Fjarriagua may bring her back.-Upon the succession of the ritual, the Fjarriagua may not use any of her magics save for Disguise and Swoon.-This ritual is taxing, as a Vaettr can only host this ritual twice per week maximum.-In the case of no live or active Vaettr to perform this sabbath, ST intervention will be required to restore the Vaettr. Otherwise, a soft-PKed Vaettr can only be revived by another Vaettr.-While there is no set amount of emotes required for the resurrection, it is expected for all present to put effort into the Sabbath, otherwise it will be considered a failure.-In the case that they do not have a body to restore, the Vaettr may rebuild that body herself, at the cost of exhausting herself of magic for the rest of the OOC day. -Exhaustion mechanic applies to the [5] Fjarriagua, since the Vaettr shatters into mundane ice.-This sabbath can only be performed when the Altar is Tier 2 or more. Sabbath of Ascension - [T3] Altar To attain the status of Vaettr, is to sacrifice oneself for their kin - body and mind. Considered holiest of all Fjarriagua, yet a taxing role nonetheless.Preparation of the ritual is one that has to be performed by the Fjarriagua to be ascended, all by herself. To hunt down a non-Follower Descendant that was once close to her. A task that, if anyone else of her kin were to aid, would be rejected by the altar. Once completed, the Fjarriagua, with the help of [2] Vaettr, may then prepare the ritual. Offering the freshly slain corpse to the altar, and tossing all forms of personal keepsakes, and any other sentimental objects deemed personal to one’s past life. Then may they conduct the ritual together, as the altar’s roots consume all that is offered to it. Should the altar deem the Fjarriagua worthy, then the roots too will drag the Fjarriagua within its very walls, trapping her within the center as she undergoes transformation for [3] OOC days. Red Lines Spoiler -This ritual requires [2] Vaettr. -Should there be only a single Vaettr left, they may ascend a new Vaettr by themselves. Should there be none left, the ST may intervene by ascending [2] Fjarriagua. -The vessel in question must be no older than [24] OOC hours fresh.-The Fjarriagua preparing the ritual by hunting down the Descendant must do this alone, without the intervention of her kin, lest it be rejected.-After the creation of a Vaettr, this ritual will be globally unavailable for [1] OOC month. Sabbath of Return - [T3] Altar Capable of visiting their own home - Skjoldier. A ritual requiring a minimum of [1] Vaettr, as well as any Fjarriagua that decide to partake in such a ritual in order to enter their own land once more. Their bodies flaking off, pulled into the very core of the altar, as their vessel is then reformed upon Skjoldier, where they may remain there until their own return or death. Red Lines Spoiler -This ritual only serves as a flavorful way of visiting Skjoldier, as it is present in this realm, and one could visit it by rowboat. -The Ritual of Return may only be run by an ST, where the Fjarriagua in question may physically visit Skjoldier. -Should a Fjarriagua die, their body will be reformed back where they came from following their death rules (whether they soft PK or not). -Should their altar be destroyed during their trip, they may return through another altar. Should all altars be broken, they are subject to Hard-PK. -Non-Fjarriagua may not partake in the ritual nor visit Skjoldier through this ritual. -Fjarriagua may return to the main continent at will. -Must be OOC-consented by those partaking in the ritual. As no Fjarriagua may be forced into Skjoldier. An ice twice as cold as its mundane counterpart, this object is far, far more unholy than what meets the eye upon first seeing it. Its color is extremely dark in hue, sometimes even taking on a blue or even purple tint to it. A horrible, searing pain being brought forth to those who dare make contact with it. Unable to be melted by mundane nor alchemical means, it is the Fjarriagua’s ultimate choice in tools due to its high-carbon steel properties. Lesser Cursed Ice Eternally bathed in a Witch’s magic, a piece of their ethereal presence allowed to fester within a chosen vessel of ice, becoming capable of maintaining itself without the Fjarriagua’s care. Used as a way to allow the creations for the Fjarriagua to last eternally, with no natural fire or summer being able to melt away the ‘Lesser Cursed Ice’ Toiling away, as she basks within the presence of an Altar, a Vaettr or a Fjarriagua may personally imbue a chosen item or structure of ice with a large sum of their own terrible magic. With a mere press of her hand, she can allow her curse to seep into the very ice that she tends to twist, causing a dark, ink-like color to spread through it, fully transforming the object into Cursed Ice. Upon reaching that state, no natural heat or fire of mundane or alchemical origins may ever be able to melt it. Instead requiring magical fire such as dragonsflame & fire evocation to be able to melt it in the span of [3] emotes. Unlike the unremarkable ice that a Fjarriagua may momentarily imbue with her strength in times of battle, Lesser Cursed Ice’s more thorough and refined creation blesses the material with the durability and properties of Steel Due to it being a draining task for the Fjarriagua, she may only create [1] object per OOC day, capable of creating an assortment of items through it. Such as trinkets, accessories, or even weapons and armor, with the size of what they may create limited to the Witch’s tier. Worn on one’s person | StructuresT1: Tiny accessories only | 1x1x1 T2: Nothing larger than a dagger in size | 2x2x2 T3: Nothing larger than a longsword in size | 3x3x3 T4: Nothing larger than a spear in size | 4x4x4 T5: Nothing larger than a set of armor | 5x5x5 Fjarriagua may assist one another in the creation of such items, partaking together in the act they may increase the count of Cursed Ice objects being created, or its size. Anything surpassing something that one may wear on themselves, the durability of it reduces to that of stone. It takes [1] Vaettr to create an entire set of Lesser Cursed Ice armor in one go, or [2] T4 Fjarriagua. Spoiler -Lesser Cursed Ice must be made at an Altar, done by the Fjarriagua conjuring ice and then weaving their own magic into it, giving it a dark shade. Limited to black, blue or purple.-Cursed Ice possesses the durability of steel. -Arrows and bolts may be created in a bundle of 1 to 5 at a time, depending on the Tier. Each tier allowing [1] arrow, meaning that T5 allows 5, while T3 allows 3. -The aesthetics of the Cursed Ice range from black, to even dark blue and dark purple. To the typical eye, it looks like a dark metal, or even obsidian. With the magic radiating within the item, becoming visible to all eyes should the Fjarriagua wearing or holding the item connect to her magic, needing to only stand near the cursed ice when it comes to structures. The effects are purely for the sake of flavor and cosmetics, thus they may never give any combative advantage to the Witch.-The Fjarriagua may only create [1] object alone. Any additional Fjarriagua partaking in the ritual may increase the object’s size or count. -Being twice as cold as ice itself, the effects of being struck by the Cursed Ice should not be overlooked at all, for it comes a searing pain, with a rapid development of frostbite, as well as all the effects one would expect from such a temperature. (i.e tissue adhesion, deep tissue damage should there be prolonged contact, hypothermia)-Cursed Ice is immune to any naturally occuring heat or flame, such mundane or alchemical fire, with magical ones being the only thing capable of melting it away. Only flames conjured by or blessed with magic may melt it away, requiring [4] emotes or [2] in the case of Dragonflame and Blue fire. -Lesser Cursed Ice, unlike its Greater counterpart, does not possess the lingering frostbite’s effects.-Requires the Fjarriagua’s player signature. Greater Cursed Ice Unlike Lesser Cursed Ice, Greater Cursed Ice is not created, but rather drawn directly from Skjoldier, where they already exist, as they are too taxing even for the strongest of Vaettr to create. These forms of Cursed Ice may then be shaped into the specific Curse that the Vaettr wishes, taking on different properties. For this, the Fjarriagua is unable to draw upon Greater Cursed Ice, rather a task that may only be completed by a Vaettr. Taking on the properties of steel, and incapable of being created for structures, rather only for anything that can be worn on one’s person. There is no specific emote count for the self-RP required to draw Greater Cursed Ice, although it is mandatory for the Vaettr to not half-ass it and perform adequate RP. Vaettr may help one another during the creation of Greater Cursed Ice, increasing the size or the amount of Greater Cursed Ice created at a time. Although their combined efforts cannot surpass what can be worn on one’s person without the usage of MArts. Anyone not possessing the Mark, attempting to lift anything of Greater Cursed Ice will quickly realize that it is too heavy for them to be able to lift, let alone wield at all, only allowing the Fjarriagua and her kin to be capable of using the Cursed Ice. Spoiler -Similarly to Lesser Cursed Ice, this must be done at an altar, although the Vaettr is unable to create them, but rather drawing upon them through the altar.-Cursed Ice possesses the durability of steel. -May only create [1] a week, due to the heavily taxing nature that it is. Its size cannot surpass what can be worn on one’s person.-Arrows and bolts may be created in a bundle of [5] at a time. -Non-Fjarriagua, Vaettr or any of their kin will find it impossible to wield Greater Cursed Ice, feeling it to be oddly too heavy to even pick up. Let alone the damage that would be caused to their skin should they dare touch the extremely frigid material.-The aesthetics of the Cursed Ice range from black, to even dark blue and dark purple. To the typical eye, it looks like a dark metal, or even obsidian. With the magic radiating within the item, only becoming visible should the Fjarriagua wearing or holding the item connect to her magic, needing to only stand near the cursed ice when it comes to structures. The effects are purely for the sake of flavor and cosmetics, thus they may never give any combative advantage to the Witch.-Being thrice as cold as ice itself, the effects of being struck by the Cursed Ice should not be overlooked at all, for it comes a searing pain, with a rapid development of frostbite, as well as all the effects one would expect from such a temperature. (i.e tissue adhesion, deep tissue damage should there be prolonged contact, hypothermia)-Cursed Ice is immune to flames of all types, requiring to be struck by Holy magics for [3] emotes in order to fully melt it. Such as Templar fire.-Dragonsflame, on the other hand, may purge the corrupted energy present within the Cursed Ice, rendering the object mundane ice after [3] strikes. -Greater Cursed Ice, unlike its Lesser counterpart, possesses the lingering frostbite’s effects. -Requires ST signature. ———«»————————————«»————————————«»——— Lingering Frostbite When struck by Greater Cursed Ice in a way that makes contact with blood, those not immune to the cold will find themselves struck by a magical frostbite; one, that does not go away on its own, regardless of the warmth and comfort one brings to themselves. Rather, it may only be quelled all the way down to Stage [2] Frostbite, but no less, for up to [3] OOC days. They will find odd bruising around their cuts, causing the sensation of pins and needles, and even numbness in the affected areas, though no more than that. Yet, should Cursed Ice make contact again with that wound, or linger within that wound (such as an arrow stuck within), then that material will quickly develop a much harsher effect upon the victims. The amount of times struck, or the Cursed Ice remaining within one’s body afflicting the target afflicts them as follows: Emote 1: The weapon of Cursed Ice inflicts the target with a rapidly developing stage [2] frostbite, afflicting them with its lingering effect. Emote 2:Should they be struck once more, or should the Cursed Ice continue to make contact with the victim, then they will find small crystals of ice begin to form around the wound, skin going pale-blueish in hue, forming odd bruising on the skin. the blood circulating within the affected area seemingly grown slower, halving the movement speed of that area. For example, should an arm be struck, they will find it moving at half the pace as they typically move their arm. Emote 3: The crystals have now grown to encapsulate the area in a layer of jagged ice, disallowing proper movement of that area anymore, the frost sinking deeper into their flesh. (In the case of an elbow being struck, the elbow cannot rotate anymore. Patch of skin struck, the skin is frozen in place) Spoiler -Lingering Frostbite is a magical frostbite that is applied on all those struck by Greater Cursed Ice. -Requires blood circulation, and to make contact with blood in a wound for the Lingering Frostbite’s effects to take place. -Lingering Frostbite effects may be purged by deific magics. -The lingering frostbite’s effects may be quelled for the most part, although cannot be reduced below stage [2] frostbite. -Stage [2] frostbite lasts [3] OOC days. Spoiler Tier 1 A Fjarriagua’s true beginning. Throughout this tier, the Fjarriagua begins to undergo physical and mental changes, to fit the known description of a typical Witch, as they begin to grasp their newfound unholy powers. Lasts [1] OOC week. Available Spells: Frost Weaving, Disguise, Swoon. Capability: The Fjarriagua may only cast their spells a total of thrice per encounter, with a maximum range of 10 blocks. Overuse will cause faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin. Tier 2 In this tier, becoming a Fjarriagua may no longer be reversed or cleared from the persona. A metamorphosis that's both profound and profoundly painful, the sensation comparable to their very essence being impaled by spectral shards of ice - a torment that, over time, coalesces into a chilling acceptance, the Fjarriagua’s mental ailments reach their peak during this tier, as she slowly grows into acceptance of her new state, growing more resentful of Descendants, and more codependent on her own kin. Lasts [2] OOC weeks. Available Spells: Frost Weaving, Disguise, Frost Mending, Swoon, Pacting, Echoed Whispers. Capability: They can use their magic up to 15 meters around them. Their base weapon-conjuring size cannot surpass that of a shortsword.Fjarriagua are incapable of casting magic more than a few times per encounter before faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin. Tier 3 Attuned to Skjoldier, the Fjarriagua is now moderately better with their casting, as they begin to explore the ways to twist and spread their Mark in its lesser form on poor victims. Having found a better spot within their coven, as their mental health continues to deteriorate. Lasts [3] OOC weeks. Available Spells: Frost Weaving, Disguise, Hexing, Frost Mending, Swoon, Tormented Cooking Capability: They can use their magic up to 20 meters around them. Their base weapon-conjuring size cannot surpass that of a spear.The Fjarriagua, now having become more adept with casting, can cast more often than not, although overuse can cause faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin. Tier 4 Now requiring to be Marked by the Vaettr once more, the curse rapidly consuming their body, as a great portion of their soul frozen. The Fjarriagua now reaches the height of their rank. Capable of casting at a proficient level. Their mental unrest reaching its peak, as well as their dependency on their kin. Lasts [4] OOC weeks. Available Spells: All Fjarriagua spells Capability: They can now use their magic up to 25 meters around them. Their base weapon-conjuring size cannot surpass that of a halberd or a larger shield.The Fjarriagua has now become proficient with casting, capable of casting all that is known to them. While much harder to overuse their spells, it always remains a risk. For if they are not careful, faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin. Tier 5 Vaettr. No longer mortal, no longer themselves. Their body purely made of Cursed Ice, offering their vessel as its tether to the realm. These creatures now truly being dependent on their kin, caring for no one but their own, plagued by mental unwellness. Available Spells: All of their kin’s spells, and all Vaettr spells. Capability: They can now use their magic up to 30 meters around them, having surpassed mastery of the magic, as overuse of their spells can only be done through abusing their Vaettr spells. Fjarriagua spells having no effect on them. Though, should they overuse their magic, faint cracks akin to cracks on glass appear throughout their body. Should they continue to cast, their fingers begin to fall off on the first cast, then their arms, and finally, they fall unconscious and broken, requiring to be Resurrected by their kin. PS: Spoiler Should this rewrite be accepted, all Mothers will be reverted to Fjarriagua, as well as everyone having the option to revert their CA should they not want to continue with this lore piece, with the grandfathers of this lore being myself and two more people to be discussed with ST. Fjarriagua who possess a TA may keep the TA. Credits: @Diogen For writing@Agy @satinkira co-writing @Agy @Funtzu @satinkira @Cloakedsphere for being the main feedback people@Traveller @Child Neglecter @Java17@Muppet @Zonty& the rest of the community for suggestions, occasional feedback@Songwitchfor a few ideas from past self-denied rewrites and a couple segments.If I forgot to credit you DM me please. There are too many names and I have the memory of a goldfish. 34 Link to post Share on other sites More sharing options...
alexmagus 602 Share Posted January 19 Leave it pending for 7 months! 5 Link to post Share on other sites More sharing options...
satinkira 5982 Share Posted January 19 it's here. 7 Link to post Share on other sites More sharing options...
Myochii 674 Share Posted January 19 this HAS to be the one. come on... 6 Link to post Share on other sites More sharing options...
Lord_of_losers 958 Share Posted January 19 how do u pronounce the magic name 8 Link to post Share on other sites More sharing options...
exogens 934 Share Posted January 19 Please, make Frost Witch great again and Im not even a woman +1 3 Link to post Share on other sites More sharing options...
Java17 934 Share Posted January 19 hey im java17 and i really like this lore, you should accept it! 6 Link to post Share on other sites More sharing options...
Agy 330 Share Posted January 19 (edited) Now man shall quake in fear! For when the rewrite passes, I shall imbue every single book within every library with the melody of a pipe hitting the floor!Doomed is mankind! For now dawns the age of the Silly Little Witchlings!!! Edited January 19 by Agy 5 Link to post Share on other sites More sharing options...
Diogen 3110 Author Share Posted January 19 11 minutes ago, Lord_of_losers said: how do u pronounce the magic name the j is pronounced as a y 4 Link to post Share on other sites More sharing options...
Lord_of_losers 958 Share Posted January 19 6 minutes ago, Diogen said: the j is pronounced as a y thank you 3 Link to post Share on other sites More sharing options...
sam33497 2831 Share Posted January 19 already voted no 4 Link to post Share on other sites More sharing options...
Diogen 3110 Author Share Posted January 19 1 minute ago, sam33497 said: already voted no what r u gonna do when i capture u for the second time and force feed lanre a gender pearl ? lanre frost witch???? 6 Link to post Share on other sites More sharing options...
satinkira 5982 Share Posted January 19 Just now, sam33497 said: already voted no 9 Link to post Share on other sites More sharing options...
wowj 2860 Share Posted January 19 Lectors 4 Link to post Share on other sites More sharing options...
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