Jump to content

[✗] [CA Race Lore] The Hollowborne

 Share


najtik

Recommended Posts

The Hollowborne

 

image.thumb.jpeg.2ace5707c768cabcec54b34584480be9.jpeg

 

image.thumb.png.98d9356c8c1fae712511f4fe88a6684c.png

 

Origin/Background/Culture

In a world increasingly strained by magical instability, some mortals survive encounters that should have destroyed them-failed rituals, broken portals, or catastrophes of unstable arcane energy. They are not born, nor crafted, but forged by failure-survivors of arcane events that should have unraveled their very souls.


Rather than die, something else occurs. The core of their being-soul, body, or mana-fractures and reforms around the breach, forming a semi-stable arcane “core” that holds them together. These individuals are no longer purely descendant, nor are they wholly otherworldly. They walk the tightrope between. The Hollowborne are not divine creations, cursed beings, or inheritors of a sacred lineage. Rather, they are mortals whose bodies and souls were hollowed to contain volatile magical phenomena. The process is never intentional-it is a last resort transformation. Typically the result of Voidal misfires, arcane overload, or failed rituals such as Scionry or Translocation experiments gone wrong.

 

Across the world, those few who have become Hollowborne are anomalies. They are remnants of magical accidents. They are often seen with suspicion by both mundane folk and magi alike.

 

  • Hollowborne are not undead, constructs, or voidal horrors - they are altered mortals

  • Cannot be revived through standard monk means

  • Cannot wear heavy armor or carry tower shields.

  • Cannot become other CAs that alter the soul (Siliti, Azdrazi, etc.) post-transformation, nor it cannot be stacked with any other CA race.

  • Their “Arcane Core” must be visible and described in CRP. It may be on the chest, spine, or stomach

  • Hollowborne are altered mortals

  • Cannot use magical artifacts or foci

  • Cannot learn deific magic (e.g. Paladinism, Druidism, etc.)

  • Can learn Voidal magic after transformation, but this must be done with RP acknowledgment of instability (emotional backlash, aura flaring, casting trauma)

 

Creation

Hollowborne are created through magical catastrophes, such as:

  • Failed Scionry rites
  • Unstable translocation events
  • Direct exposure to the Veil or failed magical experiments

These transformations are never intentional or repeatable by ordinary means.

 

Core Revival

Obelisk Binding:
Hollowborne may imbue an ST-signed magical obelisk to act as an anchor for revival. This must be done through a ritual of core-channeling and imbuement.

  • A Hollowborne may have up to two active obelisks at any time.
  • If the core is ruptured (e.g., in fatal RP or soul-striking events), the Hollowborne may revive at one of their anchors after 2 OOC days.
  • If all obelisks are destroyed or ST-declared invalid, revival is not possible.

 

image.thumb.png.98d9356c8c1fae712511f4fe88a6684c.png

Physical Description

Hollowborne appear largely as they did in life, but with visible marks of their transformation. These traits vary depending on the trauma that birthed them, but all share a core-a visibly present knot of volatile mana usually located in the chest or abdomen. This may manifest as:

  • A glowing pulse beneath the skin
  • Faint magical circuitry along the arms or spine
  • Mist or aura seeping faintly from the body
  • Their skin often grows paler or takes on a desaturated tone, with occasional soft glow around the eyes, chest, or fingertips. The eyes may flicker with aura when emotionally heightened.
  • Height: Same as race of origin
  • Weight: Generally 5-10% lighter than average due to subtle energetic erosion

 

Physiology

Despite their arcane transformation, Hollowborne retain their mortal anatomy. Their bodies do not decay, lose organs, or become undead. Instead, their internals are permanently altered by the magical trauma that birthed them. 

  • Organs remain, but may be impaired: irregular heartbeats, shallow breathing, and digestive difficulty are common. 
  • The core regulates their magical tension, acting like a second heart. It does not replace anything-but rupturing it causes extreme pain and near-death incapacitation.
  • Bleeding still occurs. Some Hollowborne bleed faintly luminous ichor if destabilized. 

Externally, they may exhibit faint glowing patterns or aura when emotionally strained or exposed to high mana concentrations.

 

Lifespan

The Hollowborne retain the natural lifespan of their race. Their transformation does not slow aging or grant immortality. However, excessive magical strain hastens deterioration. The core weakens with each magical injury or overuse:

  • Hollowborne who avoid stress can live a normal lifespan.
  • Frequent casting or trauma causes core fatigue: flickering aura, emotional instability, and eventual breakdown.

In extreme cases, a core rupture may lead to permanent character death, but this is not forced.

image.thumb.png.98d9356c8c1fae712511f4fe88a6684c.png

 

Mental Description

Mindset

Most Hollowborne retain their original personality, but the transformation often introduces:

  • Detached or haunted demeanor
  • Fixation on magical balance or trauma
  • Occasional impulsivity or numbness

Their thoughts are not dictated by the transformation-but their view of magic and mortality is permanently altered.

 

Mental State

All Hollowborne suffer some form of psychic scar, such as:

  • Nightmares or flashbacks related to the event that created them
  • Disassociation during high emotion or casting
  • Mild hallucinations when near magical anomalies

These conditions vary in severity and are player-choice RP traits, not mechanical debuffs.

 

image.thumb.png.98d9356c8c1fae712511f4fe88a6684c.png

 

Strengths and Weaknesses

Strengths

  • Arcane Resilience - Hollowborne are less affected by passive voidal corruption or magical poisoning.
  • Aura Perception - They can passively sense nearby magical pressure, feeling discomfort or attraction to strong arcane sources.
  • Partial Magical Anchor - Their bodies passively draw or repel ambient mana, which may disrupt low-tier enchantments nearby (purely flavorful).

Weaknesses

  • Core Vulnerability - The arcane core is their greatest weakness. Severe trauma or overuse of magic causes pain and incapacitation.
  • Emotionally Volatile - Intense emotional states will cause magical leakage, visible aura flares, or instability.
  • Poor Compatibility - Cannot bond with magical artifacts or arcane foci; these destabilize their core.
  • Soul Sensitivity - Deific magic, Malflame, or Dragonsflame causes extreme pain and can stun them.


image.thumb.png.98d9356c8c1fae712511f4fe88a6684c.png
Abilities

Arcane Core[PASSIVE]

The Hollowborne's heart is a semi-stable magical construct that both sustains and endangers them.

Mechanics:

  • Passive aura visibility during high stress
  • If core is directly struck or disrupted (e.g. by deific magic), the Hollowborne suffers intense pain, may be stunned, and risks incapacitation.
  • If the player wishes, a sufficiently traumatic event may lead to character death

Redlines:

  • Core must be roleplayed as present and central to their being
  • Cannot be mechanically blocked by armor
  • PK is player-choice and must be roleplayed through proper narrative escalation

 

Mana Disruption[PASSIVE]

Their unstable cores occasionally create magical interference, distorting nearby enchantments or rituals.

Mechanics:

  • Hollowborne will cause minor flickers or disruptions in passive enchantments or magical items within 2 blocks
  • This effect is purely visual and flavor-only (e.g. a glowing sword dims for a moment)
  • Will feel uneasy or jittery around strong magical constructs (voidal tears, wards, etc.)

Redlines:

  • Cannot disable, weaken, or negate actual magical effects
  • Cannot be used to detect hidden wards, illusions, or enchantments
  • Purely flavor; must not be forced on others mechanically

 

Resonant Step[COMBATIVE]

Through core manipulation, the Hollowborne can discharge stored magical tension in a harmless burst, briefly allowing an unnatural bound or quickened movement.

Mechanics:

  • Once per combat, the Hollowborne can perform a short bounding leap (4 blocks) or lunge forward suddenly (3 blocks) without full sprint emotes
  • Requires [2] emotes: [1] of preparation (core flaring, posture shift), followed by [1] movement

Redlines:

  • Does not bypass physical barriers or magical wards
  • Cannot be used to dodge mid-swing or while casting
  • Must have line of sight
  • Can only be used once per combat scenario

 

Fracture Pulse[COMBATIVE]

The Hollowborne may release a sharp burst of unstable mana from their core to knock back a nearby target.

Mechanics:

  • Usable once per combat encounter
  • Requires [2] emotes: [1] to charge (core visibly pulsing, body tensing), [1] to release a concussive wave
  • The pulse knocks back one target (Human sized) within 3 blocks by 2-3 blocks and briefly disorients. Larger or heavier races like ologs can only be staggered unless caught off-balance.

Redlines:

  • Cannot deal direct damage
  • Cannot chain into other attacks; purely a defense or repositioning tool

 

image.thumb.png.98d9356c8c1fae712511f4fe88a6684c.png

Purpose (OOC)

Spoiler

The Hollowborne serve to reward roleplay around magical failure. Too often, magical trauma is brushed off or handwaved. This CA offers a lasting transformation that highlights the cost of tampering with powers beyond control. It fills a unique niche between mortal, mage, and creature-letting players explore emotional, magical, and physical instability without becoming undead, constructs, or monsters. It gives narrative depth to failed rituals, collapsed portals, and the scars left behind. It’s also a creative opportunity for character growth and downfall.

 

Citation Spoiler

 

Link to post
Share on other sites

Ngl this is not it in the slightest.

 

There's a lack of consistency of your regards to current LoTC lore [Scion being called a CA, Mysticism being called a deity magic, etc] and overall its just odd - why would anyone play a CA that will require OOC consent [like every other CA] that actively punishes and inhibits a players ability to RP? 

 

I don't think any form of voidal or void-related CA is a good idea

Link to post
Share on other sites

I trust the process, but maybe needs a bit more description; forcing a pk on a CA is going to be a bit… hard

Link to post
Share on other sites

Yeah- no, to enforce a [1] death pk system on a CA that has no benefit to it whatsoever is crazy. Disabilities should come with strengths of some kind, non combative or combative. This doesn't really have anything interesting to do other than maybe the basic idea- things like the way to become one should also be within the TOP of the page and not at the bottom within purpose as that should only really be OOC information.

The idea is cool- but a [1] death PK system is not a good idea for a CA such as this one- nor does this CA really present much of a roleplay opportunity past just being an arcane mistake- its a cool idea but generally need better fleshing out and a better drawback than being pked easily 

Link to post
Share on other sites

7 minutes ago, RockyTheWolf said:

Yeah- no, to enforce a [1] death pk system on a CA that has no benefit to it whatsoever is crazy. Disabilities should come with strengths of some kind, non combative or combative. This doesn't really have anything interesting to do other than maybe the basic idea- things like the way to become one should also be within the TOP of the page and not at the bottom within purpose as that should only really be OOC information.

The idea is cool- but a [1] death PK system is not a good idea for a CA such as this one- nor does this CA really present much of a roleplay opportunity past just being an arcane mistake- its a cool idea but generally need better fleshing out and a better drawback than being pked easily 

Thanks for the criticism.

After reviewing, I’ve decided to move away from a hard [1] death PK clause. The goal of the CA was never to punish players, but to highlight a unique form of magical fragility and consequence without locking characters into doom.

I’ll move the transformation trigger higher up so it’s not buried in the OOC section. 

Let me know if that reads better to you!

Link to post
Share on other sites

4 minutes ago, najtik said:

Thanks for the criticism.

After reviewing, I’ve decided to move away from a hard [1] death PK clause. The goal of the CA was never to punish players, but to highlight a unique form of magical fragility and consequence without locking characters into doom.

I’ll move the transformation trigger higher up so it’s not buried in the OOC section. 

Let me know if that reads better to you!

Try to put it at the very top sections like right below culture and stuff or somewhere around then. Have a little "Creation" Section.

I think this whole CA could probably use a bit more additions and writing to make it a valid CA [I dont think this will get approve but, good writing exercise regardless] I'd recommend having a "Revival" system of some sort if you dont want them to be monked revived. Either have them have a timer till they return by an obelisk or smth if they have an obelisk [which would serve as a draugar like system] or have it be a ritual others have to bring them back

Link to post
Share on other sites

Quote
  • Cannot learn deific magic (e.g. Paladinism, Mysticism, etc.)

ehm....

 

Im not too sure.

 

But i like the idea of "failure of voidal magic leads to bad things ca" for rp stories

 

instead of a CA this might be a cool way to pk your character, a slow thaumburn konda thing

 

 

Link to post
Share on other sites

i like the idea, but I agree with Laeonathan, don't think this is gonna work as a CA

Link to post
Share on other sites

11 hours ago, najtik said:

Cannot become other CAs that alter the soul (Siliti, Azdrazi, Scion, etc.) post-transformation, nor it cannot be stacked with any other CA race.

Hi! A Scion is not a CA, it is an FA. Besides that it seems very cool.

Link to post
Share on other sites

As cool as this is, it seems very out of tune with pre-established concepts like thaumburn, utter soul destruction [which can happen in very extreme voidal incidents] and well-known and common voidal counters such as abjuration and thanhium. This also shares a fair bit of overlap with other CAs, MAS etc, such as ghosts, and eminence [particularly with your expulsion-esque combat ability] and translocation with your jump ability.  

 

My advice when writing any piece of lore is to check similar concepts to your own and check for overlap. Secondly, reference lore pieces that already exist and work references to them into your piece. Try to make something new without going too far against the current.

 

This also extends to phrasing and formatting. Check how redlines and mechanics are phrased and use similar language [without plagiarising] to create something in line with the lotc format. 

 

Overall, it's not a bad idea, just not one I think would necessarily fit into LOTC in its current state.  Very nice effort though.

 

 

Link to post
Share on other sites

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

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...