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[✗] [CA Lore] The Arch Lich & The Demi Lich

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King_Kunuk

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Spoiler

Some ambiance and music

 

Spoiler

Upon acceptance of this lore, the knowledge to create an Arch Lich will not be reset. All knowledge of the ritual will be appended to always have been as written in the lore. including knowledge of Draught of Rising (unless a necromancer does not possess a valid FA in alchemy). However- only ARCH LICHES are aware of ‘The Mantle of the Dead’ ability, and that other Arch Lichs may be used as ritual materials to perform the Sacrament of Vicar. Mortal Necromancers will remain ignorant of this function unless told by an Arch Lich.

The Arch Lich

The Lich Adventure riotous Time

“I have reached beyond death. I am death”

 

Overview

Death is a natural part of the cycle which spins the world. Things are born, they live, and then they pass on. Yet death is a thing all mortal creatures fear; from the short lived man to even the long lived elves. Many have sought ways to cheat death; through the use of esoteric alchemies, strange machines, and even estranged sorceries- but none have reached the pinnacle of such a state that is true deathlessness then those few wicked necromancers who have achieved apotheoses as an Arch Lich.

 

To be an Arch Lich is to become something not even the beloved Creator had wished brought upon the world. It is the ultimate perversion of life and death into its twisted finality. It is the corruption and twisting of the body and soul into a creature rejected by both society and the gods themselves, for they are beyond the reach of gods now- damned to persist until the end of days until the very void breaks the veil and tears reality asunder; to which they shall continue onwards into the agonies of Oblivion- never to rest in the darkness of those End of Days.

 

Creation

To become an Arch Lich, an aspiring necromancer must complete the long and arduous process known as The Rites of Damnation and The Sacrament of the Viccar, in which a Necromancer must commit three great atrocities; three sacrileges to profane the world to mark their ascension that are combined together during the Sacrament. These Rites are both symbolic in the greatest crimes a mortal may commit against the natural order, and designed to imbue power into the necromancer who will rise from the dead as a thing both greater, and lesser then a man in equal measure.

 

Rites of Damnation

 

Rite of Innocence: A necromancer wishing to become an Arch Lich must forsake innocence, for they will rise as something monstrous. A creature of sinless repute must be sacrificed and devoured by the necromancer by distilling the blood of the creature into a vile poison to be consumed. This poison is known as the Draught of Rising.

 

  • An innocent creature is defined by something innately ‘good’. This can be a magical creature known to not harm others, an infant child, or something along these lines.

 

Rite of Consumption: To achieve undeath, a necromancer must consume that which is already dead. To devour their shattered essence in preparation of their rising to a greater state of undeath. The remains then harvested from the shattered undead must then be treated into a primed, flesh smite corpse made under the Rite of Power.

 

  • A creature that is undead must be consumed by the necromancer. This must be a creature which must be considered a ‘true undead’ (anchored ghosts, wights, draugr, pale lords, edioli, or an ET approved creature. The baseline requirement is needing to possess a Phylactery or some equivalent). Such creatures must be PKed in order for this rite to be achieved; with their associated phylacteries being torn asunder along with any functioning mortal vessel that remains.

 

Rite of Power: The final sin a necromancer must commit; the remains of a great and powerful creature must be gathered and shaped into a new vessel in which a necromancer will inhibit upon the completion of the ritual. For they sin by taking power that was never meant to be theirs, and in doing so grow stronger by this act of damnation.

 

  • A creature of power is any strong Event Creature (ST approved) which must be slain and flesh smithed into an appropriate vessel for the necromancer to inhibit. These can range from dragonkin, Greater Fae, Greater Inferi, or voidal creatures that have been successfully harvested. So long as the creature is considered powerful in scale, it is valid.
    • A fellow Arch Lich may also be cannibalized by a coven if ooc consent is granted by the player; allowing the mantle to shift from one necromancer to another. Ooc consent must also be granted if the Arch Lich is sealed in a tomb.

 

Draught of Rising

 

A broiling brew crafted with the blackest of alchemies, the draught of rising is a vile poison crafted for one, singular purpose- to achieve undeath. Many mortal men who discover how this is made oft use it without knowing what it’s true purpose is, resulting in a agonizing death before rising from the dead as a ghoulish echo of what they once were. Only a necromancer who understands the full process of how this particular potion is meant to be used can rise from the dead not as an echo of the dead, but a master of death itself.

 

Ingredients:

Base: three counts of Liquid Lifeforce + The Blood of an Innocent Creature

Aether | Death x2

Mundane | Poison x2

Mundane | Rage x3

Mundane | Fear x2

Mundane | Coldness x3

 

Effects: When this potion is consumed, the drinker would find their body overcome with agony and pain. Should it not be taken under the proper circumstances in which it was designed to be consumed in, the individual who drank it would find their body rapidly rotting and decaying- killing them over the course of three emotes, at which point two emotes later they would rise from the dead as a mindless zombie or raving ghoul, tormented forever by their flawed state of undeath. However, should this potion be consumed by e T5 necromancer by a Heith Hedran during the enacting of the Sacrament of Vicar, the necromancer will rise from the dead not as a ghoulish echo, but an Arch Lich

 

  • This potion is a T3 alchemical creation and is considered to be a part of Black Alchemy.
  • Any alchemist is capable of learning this draught, though knowledge of what it does and it’s greater functions are not inherent. 
  • Learning all the Black Alchemy Potions does not grant one insight on the Draught of Rising. One must still learn it from an alchemist who knows the recipe.
  • This potion requires OOC consent to consume, and tastes utterly foul and disgusting. It cannot be hidden in food or drink as poison, as such would dilute the effects and cause it to not work.
  • Drinking this potion without being subjected to the Sacrament of Vicar kills the individual, effecting a suicidal PK if the drinker consumes it willingly (else they will be shunted to Cloud Temple and revived by the monks, following all basic server rules). Over the course of three emotes after drinking it, the body of the subject will begin to rapidly rot, killing them on the third. Then on the 5th emote after drinking the brew, the body will rise from the dead as either a mindless zombie or a ghoul.
    • If returning as a Ghoul; a CA should be put up, along with a link to a necromancer who can bind the ghoul to them.
    • An individual can only return as a ghoul if a necromancer is nearby to then bind them. This consumes a ghoul creation slot.
  • It is not common knowledge that this brew is used in the ritual to create an Arch Lich. Though learning it can make one into a ghoul can be inferred if witnessed.
  • Blood of an Innocent Creature is defined as the blood harvested by a valid creature in Rite of Innocence.
  • The knowledge to create the Draught of Rising is innately known to any who rise as an Arch Lich; who may roleplay experimentation in learning how this brew is made provided they have a valid alchemy FA.
  • Requires ST signing

 

Sacrament of Vicar

 

A sacrament foreign to all but the most adept of necromancy, it is seldom taught how one becomes an archlich among elder necromancers for its implication and risk to the entirety of the coven.  Only an elder necromancer who has garnered the support of their coven can advance to this stage, as becoming an archlich requires absolute coordination down to every subordinate. An archlich is only be created where the veil of Heith-Hedran is the weakest, first requiring the Sacrament of Heith-Hedran to have cursed the land.

 

At the rift, three Necromancers must work in unison as they perform the Rite of Power; flesh smithing the remains of a creature of great power into a suitable vessel for the to be arch lich. Two of the necromancers will weave their life force into the vessel while the third necromancer treats the vessel with the shattered remains of a phylactery, that dreadful coffin dust harvested from the remains of such black objects.

 

Once the vessel is prepared, the to-be arch lich must consume the entirety of the Draught of Rising, killing themselves over the course of three emotes as they rapidly rot and wither away. During this time, five necromancers in total must work in unison, one of which must be T5 and know the Sacrament, draw out the writhing soul of the drinker and funnel it into the prepared vessel through the tethering of life force; reaching into the rift to pull out the agonized soul as they do so.

 

Should the ritual be a success, a new arch lich rises from the dead. Yet failure in this ritual, or insufficient ingredients would irreversibly kill the would-be arch lich; causing them to rise from the dead as a mindless, shambling ghoul as the worst outcome. An ill omen and fate to be had.

 

  • This Sacrament requires six necromancers to conduct: two tier five necromancers, one who will lead the ritual and the other who will become the archlich, and four other necromancers to support them.
    • An Arch Lich counts as [2] necromancers when preforming this ritual for another necromancer.
  • The would be arch lich must kill themselves by drinking the Draught of Rising.
  • If the Sacrament is interrupted, or insufficient ingredients are gathered the would-be archlich must PK.  They may be brought back following 3 narrative months if a successful attempt of the ritual is completed at that time.
    • They may also opt to return instead as a ghoul, in which case their MA in necromancy and other magics will be denied until another attempt is made to try and raise them as an Arch Lich again. A successful attempt will re approve all their denied MAs and FAs.
    • A second attempt only requires five necromancers, rather than six.
  • This sacrament can only be done in a place where Heith-Hedran has been established.
  • Upon the completion of a successful Sacrament of Vicar, another one cannot be performed for [3] ooc months by those involved in the sacrament

 

 


 

Physicality

Lich DnD 5e Creature | Medium Undead from Monster Library

Shrewd and wicked, an arch lich can take on many shapes. Ranging from naked skeletons deprived of flesh, mummified corpses draped in ceremonial robes, or rotting, gaunt images of how they had appeared once in life. Regardless of what shape they take- it is generally humanoid in nature, scaling between a measly four feet in height to eight feet tall. Though regardless of how large or short they are, all Arch Lichs are relegated to the strength of an enfeebled old man, akin much of the case to a Void Stalker, and thus are not regarded well for their physical prowess.

 

Unlike lesser undead, the Arch Lich does not require tendons and muscles to perform locomotion, their bodies surge forth and animated by a great and deep well of life force which swells upon them like a beacon to the damned dead that linger around them. As members of the undead, they have no ability to sleep, breathe, burn, etc. With no blood they cannot be poisoned or used as a source of genus, and feel no pain- or anything physical for that matter. 

 

Only sunlight and holy magic may bring about pain to these otherwise unfeeling foes, with sunlight offering a burning sensation to uncovered undead. This burning sensation turns from benign to the feeling of outright immolation over a few minutes, forcing most to don cloaks or skulk within shadows. Mundane or magical fire acts akin to sunlit fire when near an uncovered Arch Lich; beginning as a lingering dull pain before becoming a horrible burning pain of immolation if exposed to these flames over the course of 4 emotes, or 10 narrative minutes if within sunlight. Despite this form of pain, an Arch Lich cannot truly perish unless their skull has been smashed to pieces- requiring one hefty strike from a knight strength character wielding a heavy blunt weapon, or two strikes from a blade or arrow. If an Arch Lich opts to wear some form of protection around their skull, they may withstand an additional blow from both sources of destruction, provided their skull is not being pressed against a flat surface.

 

  • The Arch Lich is visibly undead when unveiled, their forms ranging from naked skeletons to mummified flesh which are generally humanoid in appearance. 
    • Only with the flesh facade spell is this correctable, and these guises they form are never perfect.
  • The Arch Lich are undead with no need for muscles, meaning they have limitless endurance and may run or stay in combat for prolonged periods of time.
    • Only the wear and tear of such activities may hinder them.
  • With a lack of weight, they are remarkably agile, though not as fast and spry as a human warrior.
  • The skeleton of an Arch Lich is ultimately as strong as a normal, mundane skeleton.
  • It takes approximately [1] emote with a well placed sword swing to cut off an Arch Lich limb or head. Blunt weapons will achieve the same result by crushing the bone rather than merely cleaving it off should the limb be pressed against a flat surface.
  • Arch Lich are unable to withstand many hits, requiring only one well placed strike with a blunt weapon to crush and fracture the skull, or two strikes with a bladed weapon or arrows.
    • Should the Arch Lich wear protection around their skulls, they may withstand one additional attack from all sources; however, should they be rested against a flat surface; this additional protection becomes mute.
  • They are not harmed by poison, drowning, etc. as there are no lungs to drown or blood to clot. They are incapable of being blinded unless their ‘false eyes’ are completed covered.
  • Only sunlight, fire, aurum, and holy healing brings pain.
    • Direct sunlight will bring about a burning sensation, feeling as though their entire body is on fire with enough exposure.
    • Holy healing includes any deific magic that are able to restore wounds to a mortal descendent (such as shamanistic healing), and any other magic that directly attacks dark beings.
    • Fire only harm them if it successfully clings to their exposed bones, slowly bringing about a feeling of immolation over the course of [4] emotes. Fires that cling to their clothes or upon their withered flesh require 2 emotes of effort to snuff out, or 1 emote if assisted by another.
    • Being struck by aurum will cause an Arch Lich to feel pain as though they had flesh. This does not however prevent them from holding aurum or using it; nor are they prevented from walking over aurum lines.
  • They need not eat, sleep, and have dulled if not completely benign senses, only restored temporarily through consuming the Draught of Insight
  • The Arch Lichs are as physically strong as an enfeebled old man, akin much in a way to a voidstalker
  • Any Arch Lich that does not harbor a natural skeleton of humanoid proportions must be approved through an MArt (note: this does not mean an Arch Lich can’t choose to look more animalistic. This is meant specifically for outlandish forms that cannot be considered ‘traditional’ in the human shape; such as a swarm of insects, large spider like beasts, etc).
  • The Arch Lich requires a valid CA to play, and must be properly raised by the Sacrament of the Vicar.
  • An Arch Lich has 3 of their magic slots dedicated to Necromancy rather then 4, with two remaining slots available for other magics and feats. They are capable of learning any magic provided that such does not conflict with their undead forms.
    • They are incapable of learning any deific magic (This includes Seer due to lacking eyes to be blinded.)unless said deific magic can specifically be learned by the undead.
    • They are incapable of practicing kani due to not having lungs, and blood magic due to not having genus.
    • An Arch Lich is still subjected to magical and mana caps for magicks they can practice. Should they reach their casting limits- their bodies will immolate from the magical backlash; leaving them as a chard, immobile skeleton on the ground, vulnerable to all incoming attacks for [10] emotes before they recover from this brutal stun. Any reanimations they are commanding immediately fall inert as well during this stun.
  • As undead, the Arch Lich cannot have children, nor can they form romantic relationships. 
  • An Arch Lich is capable of holding up to [3] flesh modifications.
  • Should the Arch Lich's skull be separated from it's body, the body will still move and function as normal due to the strength and power of life force flowing through the Lich, provided the Arch Lich it is within 20 blocks of their skull and the combine parts of their body are still capable of forms of locomotion. This allows an Arch Lich to slowly reassemble itself during the middle of combat should it be capable of reforming itself (this is in essence done through the cauterization spell, and takes 4 emotes to complete without being interrupted).

 

Mental Characteristics

 

More often than not, the Archlich is violent, cruel, and sadistic; more so than mortal necromancers. Their minds that have been perverted their undeath into the hunger that had consumed them, making use of their twisted bodies and powers to fuel their will.  Even the wisest among these powerful undead now are numb to the realities of life. They will find no empathy to the humanity they once bore, often resorting to feigning moral codes if any semblance of who they were remains if they are sane enough to create such.   

 

Despite this, these beings are not inherently evil, nor do they exist hellbent on seeing the world burn.  Regardless of how Archliches have earned a name aberrant monstrosities and coldhearted perversions of undeath, many exist with logical convictions that can give a facetious semblance of morality—feigning moral codes in order to reach to something that they will now understand is lost.  Some Arch Lichs may turn to creating delusions to cope with their mental state as they age, others languishing into a state of tired depression as the centuries pass. Unbound and untethered- death is no longer something that can truly claim them- and they become acutely aware of it.

 

The Infallible Curse

 

Those afflicted with the Infallible Curse—some in their pursuit of immortality and others against their will—are forever cursed to walk the realm.  When the undying are disposed of, their soulbound lifeforce lingers in the world, unable to find peace beyond in the soulstream or the certainty of Ebrietaes.  Doomed to the fate of the mortal plane, this energy coalesces over a year before it finds a new host to inhabit. After this time has passed, the residual energy of the slain undead is forced to once again inhabit a random corpse, the soul forcing upon it the burdens of the body the undead once had.  Even for those who willingly succumb to the fate of the Infallible Curse, it exists as a hellish purgatory for the damned dead, as one may find undeath is not so easily escaped.

 

  • Darkstalkers and Archliches can never be truly slain.
    • Normal hard PK rules still apply, such as killing one’s self or otherwise.  An undead that PK’s according to these rules cannot be brought back.
  • After one 30 IRL minutes from the point of their death, the Archlich or Darkstalker will inhabit a new body.
    • This body takes the augments of one’s soul, whether it be a necromantic modification or the capacity to wield mighty powers of undeath.
    • Dying takes a toll on one’s psyche when the once again awake to find themselves in a new body, capable of causing one to feel numb and disillusioned to reality.
  • This process does not require the assistance of a necromancer.  A body is just found, where the undead simply awakes with their new body narratively in Cloud Temple or a soulstone pillar they are mechanically bound to.

     



     

Revised Lich - An attempt to make a lich more fun : r/DnDHomebrew

 

 


 

The Walking Oculi

 

As beacons of undeath; an Arch Lich is beyond the need to use an oculi to tether their undead reanimations to them. No longer needing these trinkets, an Arch Lich can command their undead through the enforcement of their will power alone. 

 

  • An Arch Lich does not require an oculi to command undead. To bind undead, an Arch Lich must make an item representing their character’s skull with their bound reanimations to it. This item must be soulbound at all times, and cannot be ‘looted’ due to it being the physical item.
    • An Arch Lich may still use an oculi to command their undead reanimations if they so desire, following all the redlines and guidelines of those profane trinkets.
  • An Arch Lich does not need to give verbal commands to their reanimations for them to follow orders. All other rules for commanding their reanimations still apply.
  • Should an Arch Lich perish and their reanimations be bound to them rather than an oculi, such is considered as though their oculus has been destroyed; and their reanimations will go into a beserk state as written in reanimation lore.
  • Due to being undead beacons, reanimations that have gone rogue without an oculi will ignore the Arch Lich completely regardless of what necromancer had created them, always aiming to attack living creatures over the undead. Should no living creatures be nearby- they will mindlessly ignore the Arch Lich.

 

Spoiler

An Example of an Arch Lich 'Skull Oculi':

 

Ludwig’s Skull

The withered skull of the Arch Lich Ludwig. For some reason, this skull is shaped to resemble a large, zombie rat head. Curious!

 

[This is an Arch Lich Skull with a humanoid reanimation and a flesh golem bound to it. It belongs to the character Ludwig played by _Security]

 

Corpse Courier

 

Given access to a long deceased corpse, an Archlich may impart a portion of their lifeforce after [3] emotes, creating a means of communication and a level of separation between them and their lessers. They may inhabit this corpse to speak through when brought before a Heith-Hedran, requiring [3] emotes.

 

  • An Archlich may commune through a corpse, either placed or left, so long as they know of the corpse they wish to speak through.
  • An Archlich may have up to [3] corpses which they may commune with, each requiring ST signature.
  • Once placed, a corpse cannot move and when communed with, their sight is hazy and warped, unable to make out faces or people although able to clearly hear their voices.
    • This may be waived with ooc consent from the individual communing with the skull- allowing the Arch Lich to recognize the facial feature the individual they are speaking with.
  • When communing with a corpse, the Archlich must be before an ST signed Heith-Hedran, where they will fall into a stupor, entirely focused on their conversation.
  • All communications are done through /msg.
    • An Arch Lich may opt instead to rp at the location of their Corpse Courier instead if they so desire, allowing for a more indepth roleplay experience. Note that they are not actually at the location of the corpse courier during the rp, and thus ‘killing them’ will not vanquish them properly
  • If combat were to ensue on either end, the Archlich would be snapped back to reality, stunned for [1] emote.
  • This may not be used to temporarily take over other undead, i.e. Ghouls, Darkstalkers, Draugar, Archliches. Their bodies already possessed.
  • This may not be used as a means to rally forces such as a bird, only serving as a communion between an Archlich and its servants.
  • The corpse may be destroyed by crushing the skull of the cadaver.
  • The corpse used must be a slain player's.

 

Affinity of Life Force

 

Being creatures seeped in great pools of life force, an Arch Lich is capable of casting necromantic spells with greater potency, and are immense beacons as ritualistic foci. This power is great enough to allow an Arch Lich to even strip Flesh Modifications off of the undead or other necromancers so new ones may be put into place; though such an effort is taxing in the extreme

 

  • An Arch Lich counts as [2] necromancers instead of [1] when they perform rituals and sacraments. This does not allow an Arch Lich to perform rituals by themselves save for the Rite of Return when they are returning a necromancer from the throes of death
  • An Arch Lich may cast Cauterization and Darkening an additional time before finding themselves exhausted from casting.
  • They may cast tether drain and tether curse at a range of 10 meters rather than 8, with the spell breaking at 12 meters rather than 10.
  • An Arch Lich may reduce the emote count to cast Branding and Bursting by [1].
  • Once per OOC month, an Arch Lich may strip a flesh modification off of a necromancer or undead creature through the act of both Cauterization and Flesh Smithing. This process is extremely debilitating for the subject, and leaves them in a crippled state unable to be roleplayed as they recover for [3] ooc days.

 

The Mantle of the Dead

 

Perhaps a fate worse than death; Arch Liches live in constant fear and paranoia that those others they might have taught this ritual to might come to a conclusion that they may be usurped and forced to become the vessel for an aspiring necromancer. Thus, knowledge that an Arch Lich may be cannibalized by their lessers to make a rise to a new Coven Master is often kept secret more closely guarded then the Sacrament and Processes of Vicar itself. Yet, tiring is the eternity of Arch Lichdom; and sometimes, rarely, an Arch Lich may choose to let themselves be consumed, or spitefully destroy a rival arch lich sealed within a crypt to make rise for a better Gravelord.

 

When this occurs, there's a chance that the soul of the former arch lich is forever trapped within the body of the newly risen lich; imprisoned in a state beyond death as they trash and wail in echoed torment inside a prison they cannot escape. Some Arch Liches content themselves with this; using their imprisonment to advise the newly crowned Gravelord as they finally achieve a state of peace while others do not.

 

In other cases, the Arch Lich may deform into a mere, slumbering Demi Lich; a skull without purpose; living on in a squandered, lesser state until the end of days

 

  • If an Arch Lich is used to make rise to another, they may choose for the newly risen Arch Lich to acquire ‘the mantle of the dead’. This entails the former arch lich being stuck within the mind of the newly crowned Lich.
    • This process can stack, meaning several arch lichs can be trapped within a singular vessel spanning generations of Arch Lichs.
    • Should an Arch Lich being consumed decide not to be mantled, this effect does not occur; and the soul and mind of the arch lich are forever lost to the recess of the newly crowned Lich’s mind.
    • This does not grant the PK Arch Lich knowledge or information to spy on the current Lich
  • These Arch Lichs may be communed through a ceremony in which a current Arch Lich enters into a meditative state, allowing one of the mantled Arch Lichs within their mind to temporarily take possession of their body and speak.
    • Knowledge of magic and potions cannot be transmitted through this act of communion.
  • If an arch lich has mantled another, if such is approved; a document of all previous arch liches that inhabited the vessel are documented on the current Lich’s CA.
  • An Arch Lich may instead opt to become a Demi Lich instead; subjecting themselves to this lesser state for the rest of time until restored to glory. In this case, their Arch Lich CA will be linked to a Demi Lich CA.
  • The fact that Arch Lichs may be consumed to create other Arch Lichs is considered to be rare knowledge in the extreme. Only an Arch Lich is aware that they can be mantled in such a manner once they have become such.

 

 


 

The Demi Lich

Demi-Lich | The Neverwinter Vault

“Come, mortal foolish; plunder the treasure of mine crypt I sleep in if you dare. Many have tried; all have joined me in peaceful slumber”

 

Although immortal onto the end of days, rare it is when an Arch Lich grows tired of their immortality. Should they falter and fail, they may chose to pass on their mantel as an Arch Lich to aspiring Necromancers; either for the good of their coven, or out of simple boredom. Should an Arch Lich be used to birth a new of its kind, only one of two fates may occur; either the Arch Lich will find itself trapped within the mind of the one who mantled them, or they will be left devoid of much of their former power; prolonged in a diminutive state; forever more now known as a Demi Lich. Undead creatures which contains only a fragment of the lich’s malevolent life force; barely enough to allow it to persist within the world, but not enough to allow it to actively plot and scheme as they once did.

 

Few Arch Lichs actively seek to become a Demi Lich, for it means an ultimate end to the damned existence they had hoped to preserve in undeath. However time is long, and erosion of a Lich’s reason and memory can cause them to forget the reasons why they had transcended death, possibly making them easy victims of manipulation by their thralls; or perhaps just seek a means to end the sentence that plagues them.

 

  • A Demi Lich is a former Arch Lich that has been used as the remains for the Sacrament of Vicar to give rise to a new Arch Lich.
  • A Demi Lich exists not as a full body, but as a mere skull which may float up to 6 feet above the ground surrounded by small bone fragments and grave dust. Otherwise, they exist in a slumbering state unless interacted with. (see The Tomb of the Lich for details). They must still follow all movement rules.
  • The Demi Lich suffers all the same physical strengths and weaknesses of a regular Arch Lich; however their skull is marginally more durable; and can withstand [1] additional blow from all sources (this does not stack with wearing a helmet).
  • The Demi Lich has the same mental characteristics of an Arch Lich- though are generally far more senile and suffer from other mental degradations that come with extreme old age. Should they be restored to their former glory (see Existing Enduring), they will recover from their senility .
  • A demi lich is incapable of casting all spells from Necromancy save for Branding, tether cursing, and Tether Darkening.
    • In the same vain, if the Demi Lich has other MAs, they are incapable of casting beyond T3 spells.
    • A demi lich can place greater curses upon defeated foes. This counts as [2] necromancers cursing, rather then [1].
  • A demi lich may never willingly leave its crypt, and will always seek to return to it should it be taken away. Should it spend more than [3] ooc day away from it’s crypt, the skull will crumble into dust, and the ambient life force within its tomb will reform the Demi Lich.
    • Should they not possess a Tomb- this rule is wavered until a tomb is found to rest in and be unable to preform anything combative related; the skull aimlessly searching for a place to finally rest. A Demi Lich shall always seek to find a resting place.
    • On the same lines, while outside of it's tomb the demi lich cannot partake in combat. To much is the sorrow and mourning of being disturbed from it's rest.
  • Should the Demi Lich perish; it will reform itself within its tomb after [1] ooc days; ambient life force and grave dust slowly collect together to form a new vessel.
  • Only the Demi Lich may create a tomb. An Arch Lich cannot create a Tomb.
  • A demi lich requires a valid CA to play, which must be aquired by the Arch Lich being used as the physical material to create a new Arch Lich.
  • A Demi Lich is encouraged to create their Tomb as an MArt, allowing the design of a unique system in which they may interact with players.
  • A demi lich is incapable of teaching necromancy and connecting new necromancers. A Demi Lich is incapable to teaching any form of magic. A demi lich is incapable of teaching alchemy,.
    • An Demi Lich is incapable of preforming alchemy.

 

Existing Enduring

 

Although stuck in this state of perpetual stasis, such is merely a road on the long path of immortality an Arch Lich took. Should 5 Necromancers, one of which who knows the Sacrament of Vicar come across suitable remains needed for such a rite; the Sacrament can be performed upon the Demi Lich, drowning the dust covered skull into the Draught of Rising as they ultimately restore it to its former self. Some due this out of a twisted respect for their former masters; others hoping to seek the knowledge the Demi Lich once possessed

 

  • If five necromancers gather together with all the needed materials to perform the Sacrament of Vicar, they may opt to restore a Demi Lich into its former state of an Arch Lich.

 

The Tomb of the Lich

Demilich | The Neverwinter Vault

Stuck in a state of perpetual stasis, Demi Lichs are sealed into large crypts and tombs to be put to rest. These lairs of the Demi Lich are oft filled with treasures once belonging to the Arch Lich to keep the slumbering spirit relatively comforted; making it a place of communion with the Demi Lich so that it may occasionally be sought for knowledge and wisdom alike, though this also results in their crypts oft being the target of Grave Robbers.

 

Mechanically speaking, a Demi Lich Tomb is usually a 20x20 area in which the Demi Lich or other Necromancers have chosen to place it. Often, these grand tombs are filled with treasure and smaller coffins to which the Demi Lich may exert influence over. This greater influence is often seen in the fact that the Demi Lich will have within its crypt wards and guards that will animate to life if grave robbers try to steal from it.

 

  • A Demi Lich may subject an area no smaller than a 10x10 area, and no larger than a 20x20 area to be its tomb. Generally at the center or a suitable location within the crypt, an alter, shrine, or coffin of some variety will be present in which the skull of the demi lich will silently sit upon.
    • A tomb does not need to be physically within some dark, despotic catacomb. They may be open grave sights or some other area of burial which is thematic for the Demi lich to inhibit.
    • A tomb does not need to overtly appear magical. However, should the Demi Lich’s skull be appraised with Arcana Flow; such will reveal the magical nature of the area.
    • The tomb of a Demi Lich cannot be Haunted by a Phantom or similar creatures.
  • A Demi lich may never willingly leave their Tomb Area unless forced to by outside means. In such cases, they will persist for [3] ooc days before perishing.
    • During this period outside their tomb, a demi lich may choose to establish a new tomb should they desire such.
  • The area of influence a Demi Lich inhabits is sickly and tainted, akin to the area subjected to the Rite of Malediction.
  • The Tomb of a Demi Lich may be purged of its taint temporarily through the use of magics capable of purging the land. This however requires the demi lich to first be vanquished; for its will is too great to allow such magics to suppress its hold over its tomb.
    • This means that to purge a tomb, those that would wish to do so must first interact and vanquish the DemiLich. Failing to provide proof of such will ultimately result in the ritual failing.
    • If the tomb is successfully purged, it becomes inert and the Demi Lich is soft PKed for[7] ooc days, in which at the end of this period the spirit of the lich will remanifest itself, and the tomb becomes tainted once more.
    • It may alternatively chose to create a tomb in a new location.
  • Although unable to leave its tomb, a Demi Lich is a horrifying creature to encounter inside of its lair. Though unable to command the full might of necromancy, they may reanimate up to [6] corpses to use as bodyguards to defend their crypts from attackers, following all the redlines and guidelines of reanimations.
    • Flesh Golems, which require constant maintenance, cannot be used as guards.
    • This summons cannot leave the crypt to chase trespassers beyond [10] blocks outside the crypt. Once a trespasser is far enough away; the reanimations shall return to there ever present guarding of the demi lich
    • Much like an Arch Lich, a Demi Lich does not need to give these reanimated guards verbal commands.
  • A demi lich’s tomb should be somewhere secluded, and away from the general affairs of a greater necromancer coven. The tomb requires ST approval to be considered valid, and ST may deny the placement of a tomb if they believe it is in a location ‘to busy’.
    • Examples of ‘busy’ places are the center of a necromancer lair, the middle of a city, the throne room of a lich, etc. Attempting to use a Demi Lich tomb as some form of RP security police is forbidden.
  • A demi lich is responsible for managing all player events that revolve around their crypts and should respond to requests to interact when possible.
  • Aa Demi Lich may only ever have one approved Tomb.
    • They may only make [1] tomb per ooc month.
Spoiler

Credits:

 

These posts helped a lot with references, and I did just steal corpse courior from the original necro write (it is a cool ability bite me)

Spoiler

Purpose: Current Arch Lich lore ultimately is flawed due to its hard line requirement of ‘needing the bones of a true dragon’. A near impossible feat for many necromancers to complete. This write shifts up the process of how a necromancer may ascend. It keeps in the themes of requiring the consumption of other creatures, but now has a more implied ritualistic manner where only the most evil, vile, and unforgivable necromancers may become an Arch Lich to the ‘unforgivable atrocities’ required to become one. It is designed that only the most scheme filled necromancers may ascend. An addition as well to allow current Arch Lichs to be sacrificed as the new vessel for would be arch liches is also put in place, as to allow a better ease of necromancers who wish to pass on the mantle of ‘coven leader’ from one necromancer to another. Additionally, a few new abilities have  been added to make Arch Lichs a far more threatening CA then just ‘bone man w necromancy’, which I have decided to revolve around the removal of them needing an oculi; a traditional weakness many necromancers have and making their necromantic casting more potent. I hope that this addition to necromancy will be well taken by the many different necromancer groups running around.

 

Additionally, this write aims to define exactly what an Arch Lich is weak to. In their current lore, it says that they are not ‘weak to aurum’ despite LT ruling such is the case; and their weakness to fire touching them is an unwritten lore piece which many are not aware of.

 

I like to take a small shout out to Security for the idea of consuming other Arch Lichs as a method of ascension and Mantel of the Dead, and to AntiSociety for giving me the ideas for Affinity of Life Force, and for being someone to consult Walking Oculi about.

 

I also wanted to expand more on the life cycle of an Arch Lich by giving them a unique ‘retirement’ CA, the Demi Lich- which would allow for an Arch Lich to occasionally play their character and perhaps one day return to a playable state should the proper requirements be met. This also opens up the fun idea of allowing an Arch Lich to set themselves up as a small player event sight to spook and scare unknowing trespassers; something which I would hope could become quite fun to see. Ultimately, this write aims to let necromancers become an Arch Lich, and then hopes that when they are ready- they may pass on the mantel of Arch Lichdom and coven leader from one Necromancer to another.

 

Edit log:

12/16/2024 removed the no phylactery rule for those objects in a demi lich tomb. i figured that putting it at the mercy of the demi lich is enough risk as it is + could make more interesting roleplay.

12/30/2024 removed the use of CAs w ooc consent. Removed ooc consent w arch lich being waved if boxed.

01/24/2024: modified the wording of some spells/added ooc clarifications.

 

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Same this looks cool AF +1

 

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-1

The system to become an Arch Lich relies completely on OOC consent then, outside of waiting for an OOC six month timer of someone being in a coffin. This will make the prospect of being a lich even more impossible then it currently is. As well make the issue of infighting and boxing others within the spook community even more prominent. No other end game CA relies on such hoops to get there. 

The abilities are very interesting and I quite enjoy them, but the overall system to become an Arch Lich is quite tedious and seems way to punishing and reliant on OOC consent to become. I'd advise you take a book out of the recent lore pallodium is trying to implement for Zar'akal. It creates two systems, one which is less costly but more reliant on someone who is the CA, and one that is costly that does not rely on the CA to acquire. 

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2 minutes ago, MysticalWeasel said:

-1

The system to become an Arch Lich relies completely on OOC consent then, outside of waiting for an OOC six month timer of someone being in a coffin. This will make the prospect of being a lich even more impossible then it currently is. As well make the issue of infighting and boxing others within the spook community even more prominent. No other end game CA relies on such hoops to get there. 

The abilities are very interesting and I quite enjoy them, but the overall system to become an Arch Lich is quite tedious and seems way to punishing and reliant on OOC consent to become. I'd advise you take a book out of the recent lore pallodium is trying to implement for Zar'akal. It creates two systems, one which is less costly but more reliant on someone who is the CA, and one that is costly that does not rely on the CA to acquire. 

 

The whole point of becoming an Arch Lich is designed to be unforgiving, brutal, and tedious. It is intentionally written as such so that we do not end up with 30 Arch Lichs running around the map, since every necromancer wishes to become one at the end of the day. By making it a tedious, hard, and grueling process- I believe the CA remains unique and interesting to try and become, as well as a very large and over arching roleplay arc in which necromancers will undertake. Additionally, I believe in spook on spook violence. Necromancers who are not at each other's throats to acquire more power aren't good necromancers (at least in terms of roleplay).

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1 minute ago, King_Kunuk said:

 

The whole point of becoming an Arch Lich is designed to be unforgiving, brutal, and tedious. It is intentionally written as such so that we do not end up with 30 Arch Lichs running around the map, since every necromancer wishes to become one at the end of the day. By making it a tedious, hard, and grueling process- I believe the CA remains unique and interesting to try and become, as well as a very large and over arching roleplay arc in which necromancers will undertake. Additionally, I believe in spook on spook violence. Necromancers who are not at each other's throats to acquire more power aren't good necromancers (at least in terms of roleplay).

I understand where you're coming from (I am also a supported of spook on spook violence) but I think Mystical's point on the OOC component is valid. LOTC has a tendency to breed OOC toxicity and I can only see these changes inceasing that level. I am not familiar with Pallo's Zar'akal rewrite, but I trust his work and I would advise entertaining something similar. 

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2 minutes ago, King_Kunuk said:

 

The whole point of becoming an Arch Lich is designed to be unforgiving, brutal, and tedious. It is intentionally written as such so that we do not end up with 30 Arch Lichs running around the map, since every necromancer wishes to become one at the end of the day. By making it a tedious, hard, and grueling process- I believe the CA remains unique and interesting to try and become, as well as a very large and over arching roleplay arc in which necromancers will undertake. Additionally, I believe in spook on spook violence. Necromancers who are not at each other's throats to acquire more power aren't good necromancers (at least in terms of roleplay).

Making an intentional system to beat down on an already dwindling magic community. Liches are already extremely rare as is, In my entire time I have met two liches. I have met far more Azdrazi and far more Zar'akal. Making the system far more costly then the current system, and justifying by Necromancers should infight and kill one another is a poor excuse. As they already do that from a RP standpoint. Merely letting them justify it with a cool CA reward is not good roleplay. It is a blatant way to entice further infighting and killing of the spook community. 

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24 minutes ago, MysticalWeasel said:

-1

The system to become an Arch Lich relies completely on OOC consent then, outside of waiting for an OOC six month timer of someone being in a coffin. This will make the prospect of being a lich even more impossible then it currently is. As well make the issue of infighting and boxing others within the spook community even more prominent. No other end game CA relies on such hoops to get there. 

The abilities are very interesting and I quite enjoy them, but the overall system to become an Arch Lich is quite tedious and seems way to punishing and reliant on OOC consent to become. I'd advise you take a book out of the recent lore pallodium is trying to implement for Zar'akal. It creates two systems, one which is less costly but more reliant on someone who is the CA, and one that is costly that does not rely on the CA to acquire. 

I'm afraid I have to disagree with this. Thanks to this, Kunuk has given you more chances to become a lich than ever. It isn't blocked behind an EVENT creature only of ONE TYPE but many, and also now with a possibility to make it player-driven with other CAs and cook up arcs with other players. There must been an OOC consent to PK other CAs of players as it would be toxic not to have such but in the end, from what I understand, you can still pursue the CA normally by killing a dragon or another big creature. 

 

The only thing, is I wish the liches had something else going on, like a little bit more power and an aesthetic change or whatever depending on the creature they take the bones from. I.e., if they take it from a demonic beast, they would have x appearance and y minor ability.

 

Cool lore, no less +1

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More ways to create endgame CAs that doesnt rely on ST-Dragon events is nice. I cannot say given it's LoTC any system that encourages the hard-PK or forced shelving to Hard PK of any CA is good. 

 

You will see people get OOCly coerced, or metagamed, or jumped at off hours with the minimally acceptable RP just to say "okay we did it ascend me plz". It's a entire mechanic pretty much written around the idea of whoever does the least amount of RP and the most amount of capture/killing RP ascends, or has a archlich whos going to demilich/PK for them. 

 

The rest seems fine, could probably use some cleaning up for spellchecks/consistency. I don't play or interact with necros enough to gauge what would help the CA but I can't think of any way in which a CA so dependent on getting/forcing someone else to PK is ever going to end well. 

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you chose the adventure time lich, did Lhindir pay you to do this?? 👺

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can i get a grandfather?

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Giving it another thought, like I said in DMs. This ritual does not seem to be needed, as you already have the next one, which requires something similar to achieve. It feels like a needless addition. 

14 hours ago, King_Kunuk said:

Rite of Consumption: To achieve undeath, a necromancer must consume that which is already dead. To devour their shattered essence in preparation of their rising to a greater state of undeath. The remains then harvested from the shattered undead must then be treated into a primed, flesh smite corpse made under the Rite of Power.

 

  • A creature that is undead must be consumed by the necromancer. This must be a creature which can be considered a ‘true undead’ (anchored ghosts, wights, draugr, pale lords, or an ET approved creature). Such creatures must be PKed in order for this rite to be achieved; with their associated phylacteries being torn asunder along with any functioning mortal vessel that may remain.. 
    • Due to the nature of this rite- a character does not need to grant ooc consent, as destroying a phylactery is apart of the inherit risks of such methods of undeath

 

Now, I don't believe in evildoer vs. evildoer violence, as I think it's always a headache most of the time. I think the Mantle of Power stuff is really neat, though I would write that it's something the lich must be willing to do in order to pass the "mantle" of one's leadership.

 

That's also a discussion I had with Security. Needing the dust of a phylactery for something is a bit cringe. I don't want to pk someone to make myself a useless skeleton CA. It would be a bit uncomfortable to do on my part. Again, not something that's needed and I feel like it'll be denied just because of this. Forcing to pk others is not conflict, it's pretty toxic.

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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