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[Swords] Darkspawn, an Emerging Threat

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[Made by @beetle]

 

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Darkspawn, an Emerging Threat

The Basics, from Sir Atticus ‘The Lightkeeper’ Reinhold
Transcribed by Symon Morris Stafyr

In recent years, the number of darkspawn incidents has been on the rise. With the end of war and handling of banditry, it is now time to face a new threat. This guide will review the basics of darkspawn, in the case of an incident.

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The Vampyre

Vampyres are individuals who gain a small array of powers and a lengthened lifespan, in exchange for acurse. Those infected must feed on the blood of a living descendant being. If they are unable to feed, the vampyre will experience maddening symptoms and become violent. To be infected, one must consume the blood of a matured, full-fledged vampyric infection. It is important to note that an infection can be done by force; as a result, sometimes salvation of the individual is possible. When handling a vampyre asking to be cured, do not create a senseless death.

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The Darkspawn Test

In some cases, you will need to perform a test to determine if someone is infected. Reference the steps below on how to conduct this test.

 

First, darkspawn testing is best done in pairs. You’ll need an aurum dagger, with which you will draw blood from the subject’s hand. The cut must go deeper than the skin and pierce flesh in order to be effective. Sprinkle salt on the bloodied blade, never directly on the wound itself. Observe the blood and wound for any odd behavior like bubbling or boiling. It is essential to clean the wound after you’ve conducted these steps, if no boiling occurs.

 

Now, what do you do in the event of a positive test? If you’re with a comrade, have them restrain the infected. Ask them the following questions:

 

How long have they been infected?

Are they capable of being cured?

Are they willing to be cured?

 

If they are unwilling to be cured, then salvation is not possible. Taking the infected’s life is the best mercy. Vampyres are particularly weak to aurum and fire. However, if the infected is non-violent and willing to be cured, then it is best to knock them unconscious. Move them to a cell for holding until an alchemical cure can be acquired. Most holy orders keep the cure stocked, or are capable of creating it, and have ordermen experienced in overseeing tests. Contacting a member of the Holy Mother Church, usually an orderman, is the quickest way to acquire a cure if a person with the needed experience isn’t immediately available..  Never attempt a curing if you are in active danger.

 

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The Warlock

A warlock is an unseeming individual who has entered into a demonic pact, in exchange for infernal magicks. They will not be revealed in an ordinary darkspawn test. A warlock will have a grimoire on them, which binds their magic to them. This grimoire is an indicator of their pact; however, they are hard to distinguish as they can look like a regular spellbook. Not all grimoires are infernal in nature, so make sure to investigate the contents of the book before confirming someone as a dark magician.

 

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The Inferni

Inferni are demons, and visibly so. They typically have warped, monstrous appearances and strangely-colored skin. As a result of this, they will almost always stay masked and hooded. Their use of brute strength and infernal magic result in them being a formidable opponent. You will need to use extreme caution when facing one. 

 

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The Cursed Children

Cursed Children are born from a demon's curse, sometimes cursed as early as the womb. They will appear  as descendants with oddly colored skin, horns, or tails and hooves. While some Cursed Children can be darkspawn, they are just as likely to be innocent or guilty as any other descendant. It is important to not get them mixed up with the monstrous inferni.

 

One danger of the infernal enemies is their ability to produce malflame: a fire that scorches the soul. It causes injuries that are only able to be healed through spirit-healing. You will need to cover all of your skin when facing an infernal enemy. Warlocks and Inferni can both cast malflame, though Cursed Children cannot unless they are a warlock.

 

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The Necromancer

Necromancers are dark sorcerers who manipulate undead servants, such as ghouls and darkstalkers. The necromancer and their servants are weak to aurum. When facing these servants, it is best to behead them. Organ damage and limb loss will not cause any real harm. Destroying the head is the only reliable way to kill an undead creature.

 

If outnumbered when facing a necromancer, you will need to ensure civilian safety  first. Evacuate any nearby citizens, and only evacuate yourself once all civilians are safe. Necromancers are extremely powerful and cunning, and are best to take on with a group. They are weaker face-to-face, so close any distance before their magic is cast. If they throw a cylinder of flesh then you will need to get away immediately: those are incredibly deadly bombs.

 

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The Spirit

Spirits, or ghosts, are naturally occurring creatures born from deceased descendants who failed to move on to the afterlife. You must observe their color to best plan your next actions.

 

Gray hued ghosts are confused. They are unlikely to know where they are, or who they are, and often do not realize they are dead. They are harmless.

 

Blue hued ghosts are mostly benevolent. Though they can be tricked or deceived into doing ill, more often than not they are sometimes-bothersome tricksters.. They are usually harmless. If one makes trouble, they can be disposed of with aurum.

 

Red hued poltergeists are angry spirits. With this anger, they are capable of levitating objects, possessing people, and harming the living. Poltergeists should be disposed of with a strike of aurum.


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The Mystic

Mystics are sorcerers with mysterious powers, able to commune with spirits and use some form of ghostly abilities. These abilities are unholy in nature, causing mystics to often consort with other forms of evil, such as inferni and necromancers. Mystics are rare, and cannot be revealed through a standard darkspawn test. Instead, a rare alchemical recipe known as a Sigismund’s Candle must be used to reveal one suspected of mysticism.

 

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The Paleknight

A paleknight is a corrupt spirit, trapped inside a massive stone body. Paleknights are capable of wielding both overwhelming physical strength and devastating dark magicks, making them one of the most formidable foes one can come across. Unless you have it severely outnumbered, the best strategy when encountering a paleknight is to buy time for civilians to escape, before evacuating yourself.

 

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is this metamancy or legit? just feels weirdly too on the nose like you're copying stuff verbatim from lore

 

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9 minutes ago, Carson said:

is this metamancy or legit

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what thats crazy

 

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2 minutes ago, Metamancy said:
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what thats crazy

 

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im sorry I didn't mean to out you like this....

 

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13 minutes ago, Carson said:
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is this metamancy or legit

 

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hello! i'm the person who gave the lecture a few months ago that was transcribed, all of this is info my character learned over time just from various encounters and interactions (hence the various gaps in knowledge), generally as a rule i don't read lore pages unless i'm gaining an MA/FA/CA

 

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zzz boring missive about how to face shit, be a true chad and learn everything from your fights and irp not reading off of forum missives

 

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4 minutes ago, Jihnyny said:
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zzz boring missive about how to face shit, be a true chad and learn everything from your fights and irp

 

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the character who gave this lesson is over a century old and very much did learn from fights and experiences irply so

 

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"This is the deed of some weakling. You don't have to test evildoers. Wait for them to reveal themselves and then kill them. Said a Templar of honor as they read through missives. Another wikipedia anti-darkspawn.

 

Spoiler

I would really advise to make these things more flavorful and cultural. Not a copy and paste thing of mechanics to boredly out people.

 

There was a post who did it perfectly for demons but I cannot find it. Also, how did you find out necromancers are weak to aurum themselves? Or is it just your character's theory?

 

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lame ahh post

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