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[Amendment] Necro-Hub Organization + 3 minor HAIYAAAA fixes


Aehkaj

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Spoiler

 

 

Purpose / Patch Notes

 

~   ~   ~   ~   ~

 

The purpose of this post is to fix formatting within the Necromancy lore post sprawl to aid readers in finding where specific parts of lore are and in Oculi’s case keep everything for it on one post, duh. The only other changes on this (listed below in changelog and in this gigantic post) are is for 1 miss-wording in Malediction and removing a WEIRD Pale Curse.

 

I understand that this is a beast of an Amendment to propose at once, but at the end of this day this will make necro lore a lot less tormenting to read.

 

In the case my prior 3 amendments were to pass, any and all changes with Oculi commanding should be tossed under the Thautamurgy section in case this isn't approved at the same time as that. Yada yada, LT know what their doing love you guys.

 

~   ~   ~   ~   ~

 

Changes to Necro-Hub

  • Added bullet-points to point readers to exactly where something will be listed on the linked post
  • 4 redlines from the Craft of Heith Hedran post have been added to the General Redlines of Necro-Hub, seeing as both posts have nearly identical redlines bar these exact 4 not being on both. Mild, but nice for reference.

 

Changes to Corpse Crafting and Thautamurgy

  • Oculi and Rite of the Oculi lore will be merged and placed ONLY on the Thautamurgy post. Having gone over both sides redlines, there are inconsistencies [Boo!] but not anymore! [Yay!]

 

Malediction

  • Fixed some slight wording for Darkening's Tether version as it doesnt really make sense that it casts at 10 blocks but severes at 8. I also cleared up mention of non existent lightning evo and added in one magic that does sever the tether per me dming squak for clarification.

 

Pale Curses

  • Removed Impotence from Greater Physical Curses. That's just weird bro why does that exist. [Thanks Flemish for pointing this out to me]

 


 

Old Lore

 

Necro Hub [Link to save space]

 

Spoiler

 

~ Corpse Crafting -> Reanimation -> Oculi ~

 

Oculi

With the banishment of necromancy’s old legacy,  necromancers of Heith-Hedran are left deprived of their most substantial abilities — control over the undead. With no Lifeforce to reign in, they cannot forge connections with their reanimations, and therefore do not dominate them as they had before. Thus, arcane tools known as oculi were invented to prevent being devoured by their own thralls.

 

Taking the shape of handheld focus, a necromancer must have their oculus involved in the same ritual used to raise up their minions. This binds the oculus to however many undead that are raised, designating the necromancer as their only source of coherent direction. With an oculus, a necromancer may direct these dead men around as though a lure, and usher them to aggress against their master’s foes — doing so on the basis that these victims are not their master, and therefore distinguish them as foe or food by instinct. Following this same basis, a necromancer may use their oculus to keep their reanimations from mindlessly attacking their own allies. At this end, one may consider it a “leash.”

 

They do not come without risks or rules, however, as oculi are important tools in the form of otherwise fragile relics. If taken from a necromancer and broken, which they easily may be, all undead that the totems held control over are sent into a mindless rage, wherein their directionlessness they turn upon both friend and foe. A necromancer must be certain to protect these tools, lest the assault they make upon others is dramatically turned around against them.

 

  Reveal hidden contents

 

Red Lines

  • Oculi are unique items made by necromancers consisting of a crystalline, glass-like trinket.  A necromancer may only have one oculus at any given time, and it must be visibly on their person when they are using reanimation (See Rite of the Oculus).  
  • The oculus is only effective in the hands of the necromancer who it was intended for, and a necromancer may only ever have one oculus in their possession.
  • A necromancer may only ever have two reanimated creatures active and bound to their oculus.
  • All oculi carry the same property of instilling unease and a tightness in the chest easily associated with deep-seated dread.  This is the primary means to identify them.
  • When broken, all undead under that oculus’s command are sent into a mindless rage, and attack the closest being to them, including both their initial victims and the necromancer themselves.
  • Without an oculus, the undead will remain standing in a comatose, passive state and will not assist their master.
  • A necromancer is responsible for roleplaying these effects out narratively, even when the situation turns against them.
  • An oculi cannot be a worn and must held.
  • Due to their fragile nature, an oculi would break with [1] strike. Likewise, an oculi may no harder to knock out of your hand than a book would be.
  • If a necromancer’s speech is impaired, they are incapable of commanding their reanimations.

 

~ Thautamurgy -> Ritual -> Rite of the Oculus ~

 

 

Rite of the Oculus

The power of reanimation can only through a properly imbued focus in the hands of a necromancer.  Without it, their shambling servants would turn on them indiscriminately and attempt to devour the hand that raised it.  By taking a glass trinket and imbuing it with one’s lifeforce, it becomes a conduit that can direct undead servants bound to it.  This object, fragile as it is, becomes the most dangerous object in a necromancer’s arsenal, and it is easily identified by a low sense of anxiety and despair that it causes to mortal eyes that look upon it.  

 

Requirements:

  • A glass object or trinket

 

  Hide contents

Mechanics: One or more necromancers imbues a glass trinket with lifeforce that exists as the color of their aura. 

 

Redlines:

  • An oculus can range from a necklace, an amulet, a hollow orb, or even a crystalline series of jewels embedded onto the front of a book.  The only constraint is that they are visible and capable of being taken during acts of  commanding the undead.  These objects cannot be a part of weapons (like a dagger or its jewelled hilt).
    • For instance, because a ring cannot be easily snatched off a necromancer it is mechanically disallowed.  However, something like an amulet, which can be ripped off the neck of a necromancer, is allowed.
  • A necromancer’s oculus must be signed by a member of the Story Team Lore (See Reanimation).
    • The lore signed oculus denotes what type of undead are bound to it (such as a skeletal minion, an undead animal companion, or a behemoth creature). 
    • The request for a signed item should come after the necromancer has done the Rite of the Oculus and then successfully bound their reanimations to it.
  • An oculus takes the color of the necromancer’s aura. It is filled with their unique lifeforce, meaning they are specific to that necromancer only.
  • This object is extremely fragile and will shatter if dropped, causing a loss of control.  
  • Note, a newly ordained necromancer will require their oculus to be made for them until they reach the appropriate tier to make it for themselves (see Tier Progression).
  • Only one oculus can exist per necromancer at any given time.
  • Necromancers must grab and hold their oculus in order to summon/command their undead.

 

~ Malediction ~

 

Darkening 

 

A relic spell that had been passed down through eras, first from the Old Lords and before them an obscure source of power lost to time.  Perverting the teachings of Rh'thor, a necromancer is capable of conjuring an abyssal aura upon one hand and steal the victim’s lifeforce, inducing painful necrotic disease equivalent to being doused in fire, intensifying the longer the touch is maintained.

 

Combat - Tether Drain

Bestowed upon necromancers that have achieved proficiency of T4 or higher, tether draining allows the necromancer to drain their target from a distance rather than direct touch. This would require an adequate amount of concentration and limits the necromancer’s movement to two blocks per emote while sustaining the tether. This requires two emotes for the necromancer to manifest the haze, lock upon their target and weave it. So long as the victim is within ten meters eight meters of the necromancer, the tether would drain their lifeforce over the course of four emotes before rendering them fully incapacitated. This tether may snap should the target go beyond eight meters of the necromancer, or if it was severed by energy-based magics such as fire or electric evocation, aurum, or holy magic.

 

 

~ Pale Curses ~

 

Major Curses

Curses

Here listed are the main greater curses that may be imparted unto a victim that is bound. Additional curses may be added through the use of an Mart, wherein a coven of necromancers may work together to craft their own vile hexes. Curses should work to shatter and worsen the cursed person’s life, giving them anything from urges of cannibalism to thoughts that are not their own. Curses should never be deadly or terminal, but instead a major bane that someone will have to overcome through either pushing through it, or vying for help in holy healers or necromancers.

 

  • Greater Physical Curses
    • Osteoporosis 
    • Impotence
    • Enfeeblement
    • Loss of a sense (sight, hearing, etc.)
    • Severe lethargy
    • Harrowing migraines
    • Muscle spasms and seizures
    • Severe arthritis
    • Constant hunger
    • Dementia

 

  • Greater Mental Curses
    • Depression
    • Paranoia
    • Unnatural urges of cannibalism, especially around loved ones
    • Sleep paralysis 
    • Memory loss
    • Auditory visual hallucinations
    • Anxiety
    • Maniacism
    • Extreme arrogance or pride
    • Sudden urges to harm loved ones
    • Psychosis or distortions of reality
    • Delusion

 


 

New Lore

 

~ Necro-Hub ~

 

Spoiler

 

Origin

 

It was the Old Lords who once placed their fate unabated in the tidings of mankind.  The Lord Malkaathe among them, who took with his brothers the art of necromancy from the Betrayer, would become the living embodiment of all vengeance, all hatred, scorn, and blackness that was felt towards the corruption of aengudaemonic scourge.  It was Malkaathe who churned the soul of a forsaken dragaar, Mordring, into an aberrant abomination. It was Malkaathe who spurned the first Khorgul, the Abyss Wraiths, and with them the capability to forge an army, headed by Wraithlords and elder Resonant Knights.  And it was Malkaathe who became the first among the Old Lords to forsake all of mortalkind.

 

Origins of Rh’thoraen Necromancy, detailing the origins of the foreign form of necromancy and how it arrived in Arcas from the antiquity of Rh’thor.

 

Magic Explanation

Unburdened by Darkhollows of ages past, Rh’thoraen necromancy still finds itself afflicted with side effects from meddling with the agents of death.  In the shadows of East-Meets-West, a forbidden brand of necromancy developed and evolved separately from the original form the Old Lords stole from Iblees.  Through sheer will alone, macabre agents twist and weave life into death.

 

The Craft of Heith-Hedran, explaining the concepts of Rh’thoraen Necromancy and its effects on the mortal body and spirit.

  • General Criteria
  • Lifeforce
  • Craving
  • Heith-Hedran
  • The Apocryphynium
  • Common Ingredients
  • Blessed Ingredients
  • Black Ingredients

 

Abilities

Maledictions, defined as abilities in a necromancer’s arsenal that they can utilize directly in combat.

  • Darkening
    • Non-Combat - Cantrip
    • Combat - Direct Drain
    • Combat - Tether Drain
    • Effects of Draining
    • Darkening Rot
  • Branding
    • Living Touch
    • Cantrip
  • Cauterization
  • Bursting

 

Corpsecrafting, defined as the process of building vessels for reanimation and the manipulation of all that is dead.

  • Embalming
    • Embalm Lesser Corpse
    • Embalm Average Corpse
    • Treat Skeleton
  • Flesh Smithing
    • Molding
    • Boneforging
    • Flesh Golems
    • Gargantuan Amalgamations
  • Reanimation
    • Reanimation
    • Commanding
  • Modifications
    • Ghoulflesh
    • Mummification
    • Corpsevision
    • Durgrmál
    • Other Modifications

 

Pestilence, defined as necromantic plagues to inflict lasting torment on a necromancer’s enemies.

  • Plagues
    • Leprosy
    • Necromantic Influenza
    • Darkbite
    • Fleshtwist
    • Benign Tumors
    • Bubonic Plague
    • Advanced Pathomancy

 

Thaumaturgy, defined as rituals and sacraments that utilize the support of one’s coven.

  • Ritual
    • Rite of Returning
    • Rite of Communion
    • Rite of the Oculus
    • Rite of Draining
    • Rite of Ordainment
    • Rite of Sealing
    • Rite of the Abberant
    • Rite of Malediction
  • Sacraments
    • Sacrament of the Heith-Hedran
    • Sacrament of the Usurer
    • Sacrament of the Vicar

 

Black Alchemy, defined as brewing potions and devilry with Liquid Lifeforce.

 

Pale Curses, defined as malignant and wretched maledictions that may be scourged upon the living.

  • Lesser Curses
  • Major Curses
  • Black Trinkets

Undead Creatures

Simulacra, defined as undead warriors and mages who have been raised from the crypts

 

Archliches, defined as necromancers who have achieved the apotheosis of undeath.

Tier Progression

As a necromancer begins to utilize lifeforce more frequently, their capacity to control greater sums of it increases in turn.  While the total amount of lifeforce a necromancer can utilize never truly increases, they can more finely tune it to use in increasingly more powerful abilities.  Refer to the references at the bottom for generalized information, and refer to each individual tier section below for details.

 

  Reveal hidden contents

 

General Redlines

  • Necromancy is a four slot magic, becoming a three slot magic with the capability of learning two slots of magic if one becomes an Archlich.
  • Once a player learns necromancy it cannot be dropped; there is also no disconnection ritual.
  • Necromancers are marked as having a black soul for the purposes of other magic or events.
  • Necromancers adhere strictly to a PK clause system that requires you to be brought back by your fellow necromancers upon death (see Thaumaturgy, Rite of Returning).
  • In order to use reanimations, a necromancer must have a lore signed oculus on their persona. 
  • If animations are using any kind of specialized weaponry, such as a bow or a diseased boneforged item, they must have those items in their own inventory to represent such.
  • The apocryphynium can be brought into the game to justify bridging gaps in knowledge if all teachers ever go inactive, provided the Story Team lore members agree to such.  In extreme scenarios, it can be utilized to self-teach in order to revive the magic (should it ever go inactive).
  • Necromancers are unable to harbor major Alchemical alterations of any form, including Tawkin Major Mutations, Grafting and etc. While able to change their appearance alchemically, they will appear as elderly as according to their Tier.
  • The aging of a Necromancer cannot be slowed outside of Draught of Incite, rendering Corcitura Longevity, Sprog's Exlixir, and other non-Necromantic de-aging processes null, reduced to their Descendant lifespan
  • Due to the nature of Necromancers and the wounds seared upon them, psychologically they cannot form romantic connections with both their peers and Descendants.
  • Necromancers cannot sexually FTB under any circumstance.

 

 

~ Corpse Crafting -> Reanimation -> Oculi ~

 

Spoiler

 

Oculi

With the banishment of necromancy’s old legacy,  necromancers of Heith-Hedran are left deprived of their most substantial abilities — control over the undead. With no Lifeforce to reign in, they cannot forge connections with their reanimations, and therefore do not dominate them as they had before. Thus, arcane tools known as oculi were invented to prevent being devoured by their own thralls.

 

Taking the shape of handheld focus, a necromancer must have their oculus involved in the same ritual used to raise up their minions. This binds the oculus to however many undead that are raised, designating the necromancer as their only source of coherent direction. With an oculus, a necromancer may direct these dead men around as though a lure, and usher them to aggress against their master’s foes — doing so on the basis that these victims are not their master, and therefore distinguish them as foe or food by instinct. Following this same basis, a necromancer may use their oculus to keep their reanimations from mindlessly attacking their own allies. At this end, one may consider it a “leash.”

 

They do not come without risks or rules, however, as oculi are important tools in the form of otherwise fragile relics. If taken from a necromancer and broken, which they easily may be, all undead that the totems held control over are sent into a mindless rage, wherein their directionlessness they turn upon both friend and foe. A necromancer must be certain to protect these tools, lest the assault they make upon others is dramatically turned around against them.

 

  Reveal hidden contents

 

Red Lines

  • Oculi are unique items made by necromancers consisting of a crystalline, glass-like trinket.  A necromancer may only have one oculus at any given time, and it must be visibly on their person when they are using reanimation (See Rite of the Oculus).  
  • The oculus is only effective in the hands of the necromancer who it was intended for, and a necromancer may only ever have one oculus in their possession.
  • A necromancer may only ever have two reanimated creatures active and bound to their oculus.
  • All oculi carry the same property of instilling unease and a tightness in the chest easily associated with deep-seated dread.  This is the primary means to identify them.
  • When broken, all undead under that oculus’s command are sent into a mindless rage, and attack the closest being to them, including both their initial victims and the necromancer themselves.
  • Without an oculus, the undead will remain standing in a comatose, passive state and will not assist their master.
  • A necromancer is responsible for roleplaying these effects out narratively, even when the situation turns against them.
  • An oculi cannot be a worn and must held.
  • Due to their fragile nature, an oculi would break with [1] strike. Likewise, an oculi may no harder to knock out of your hand than a book would be.
  • If a necromancer’s speech is impaired, they are incapable of commanding their reanimations.


~ Thautamurgy -> Ritual -> Rite of the Oculus ~

 

Spoiler

 

Rite of the Oculus

The power of reanimation can only through a properly imbued focus in the hands of a necromancer.  Without it, their shambling servants would turn on them indiscriminately and attempt to devour the hand that raised it.  By taking a glass trinket and imbuing it with one’s lifeforce, it becomes a conduit that can direct undead servants bound to it.  This object, fragile as it is, becomes the most dangerous object in a necromancer’s arsenal, and it is easily identified by a low sense of anxiety and despair that it causes to mortal eyes that look upon it.  

 

Requirements:

  • A glass object or trinket

 

  Hide contents

Mechanics: One or more necromancers imbues a glass trinket with lifeforce that exists as the color of their aura. 

 

Redlines:

  • An oculus can range from a necklace, an amulet, a hollow orb, or even a crystalline series of jewels embedded onto the front of a book.  The only constraint is that they are visible and capable of being taken during acts of  commanding the undead.  These objects cannot be a part of weapons (like a dagger or its jewelled hilt).
    • For instance, because a ring cannot be easily snatched off a necromancer it is mechanically disallowed.  However, something like an amulet, which can be ripped off the neck of a necromancer, is allowed.
  • A necromancer’s oculus must be signed by a member of the Story Team Lore (See Reanimation).
    • The lore-signed oculus denotes what type of undead are bound to it (such as a skeletal minion, an undead animal companion, or a behemoth creature). 
    • A necromancer may only ever have two reanimated creatures active and bound to their oculus.
    • The request for a signed item should come after the necromancer has done the Rite of the Oculus and then successfully bound their reanimations to it.
  • An oculus takes the color of the necromancer’s aura. It is filled with their unique lifeforce, meaning they are specific to that necromancer only. All oculi carry the same property of instilling unease and a tightness in the chest easily associated with deep-seated dread.  This is the primary means to identify them.
    • A necromancer is responsible for roleplaying these effects out narratively, even when the situation turns against them.
  • Without an active command, the undead will remain standing in a comatose, passive state and will not assist their master.
  • When broken, all undead under that oculus’s command are sent into a mindless rage, and attack the closest being to them, including both their initial victims and the necromancer themselves.
  • An oculi must be held in order to command undead. It can not be worn while commanding.
  • If a necromancer’s speech is impaired, they are incapable of commanding their reanimations.
  • Due to their fragile nature, an oculi would break with [1] strike or if dropped. Likewise, an oculi may be no harder to knock out of your hand than a book would be.
  • This object is extremely fragile and will shatter if dropped, causing a loss of control.  [detailed in the transitioned redline above]
  • Note, A newly ordained necromancer will require their oculus to be made for them until they reach the appropriate tier to make it for themselves (see Tier Progression).
  • Only one oculus can exist per necromancer at any given time.
  • Necromancers must grab and hold their oculus in order to summon/command their undead. [detailed in the transitioned redline above]

 

~ Malediction -> Darkening -> Tether ~

 

Spoiler

 

Darkening 

 

A relic spell that had been passed down through eras, first from the Old Lords and before them an obscure source of power lost to time.  Perverting the teachings of Rh'thor, a necromancer is capable of conjuring an abyssal aura upon one hand and steal the victim’s lifeforce, inducing painful necrotic disease equivalent to being doused in fire, intensifying the longer the touch is maintained.

 

Combat - Tether Drain

Bestowed upon necromancers that have achieved proficiency of T4 or higher, tether draining allows the necromancer to drain their target from a distance rather than direct touch. This would require an adequate amount of concentration and limits the necromancer’s movement to two blocks per emote while sustaining the tether. This requires two emotes for the necromancer to manifest the haze, lock upon their target and weave it. So long as the victim is within ten meters eight meters of the necromancer, the tether would drain their lifeforce over the course of four emotes before rendering them fully incapacitated. This tether may snap should the target go beyond eight meters of the necromancer, or if it was severed by energy-based magics such as fire or electric evocation, dragonsflame, aurum, or holy magic.

 

 

~ Pale Curses -> Major Curses -> Greater Physical Curses ~

 

Spoiler

 

Major Curses

Curses

Here listed are the main greater curses that may be imparted unto a victim that is bound. Additional curses may be added through the use of an Mart, wherein a coven of necromancers may work together to craft their own vile hexes. Curses should work to shatter and worsen the cursed person’s life, giving them anything from urges of cannibalism to thoughts that are not their own. Curses should never be deadly or terminal, but instead a major bane that someone will have to overcome through either pushing through it, or vying for help in holy healers or necromancers.

 

  • Greater Physical Curses
    • Osteoporosis 
    • Impotence
    • Enfeeblement
    • Loss of a sense (sight, hearing, etc.)
    • Severe lethargy
    • Harrowing migraines
    • Muscle spasms and seizures
    • Severe arthritis
    • Constant hunger
    • Dementia

 

  • Greater Mental Curses
    • Depression
    • Paranoia
    • Unnatural urges of cannibalism, especially around loved ones
    • Sleep paralysis 
    • Memory loss
    • Auditory visual hallucinations
    • Anxiety
    • Maniacism
    • Extreme arrogance or pride
    • Sudden urges to harm loved ones
    • Psychosis or distortions of reality
    • Delusion

 

I love my Story Lore Bretheren and wish them an easier job, I promise this is the last of my amendments I will hang up my hat as a Lore Terrorist.

 

 

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9 minutes ago, TheOnlyTub said:

please for the love of god just leave us alone

2,000+ Abusive Father Stock Photos, Pictures & Royalty-Free Images - iStock  | Domestic violence, Angry father, Abusive parent

 

Who r u?

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Let him cook.

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Amendments/Additions implemented into main lore post. Thank you for your submission. Moving to correct subforum to prevent redundancy and clutter.

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