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[✗] [CA Race Lore] Wraithdom - the Necromantic Apex

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Aehkaj

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Pʀᴇꜰᴀᴄᴇ

Spoiler

 

This lorepiece should only be voted on if [Magic Lore] Necromancy - the Abyssal Arts passes.

 

If this piece does not pass but the Abyssal Necromancy does, 'Wraiths' will continue to be treated as ET characters unless a future Wraithdom write passes- they may be used with ST management approval to be an excuse for lore injections, events regarding the lore, and so on- likewise, all mentions of them within Abyssal Necromancy in regards to their ability to function as [2] Necromancers within rituals and so on will be cut until/unless said future Wraithdom write occurs, if it ever does.

 

It was originally, our folly to post Wraithdom as part of the rest of Abyssal Necromancy- if released then as a whole, it would likely be far too cumbersome to be voted on all at once, and that bloat would almost certainly be a vast detriment to it. Wraithdom as an endgame was designed to be something which could be omitted from Necromancy lore if it needed to be, and with Necromancy still being very sufficient on its own without it- hence, why we put this separately. In short, the rest of this small preface can be summarized by “We want this to be judged separately from Necromancy, as we believe Necromancy to have a strong base and Wraithdom is something we can always add later.

 

But wait, remember Zar’akal!!!!! It was split up and because of that, it created a mess!” Yes, we’re aware of that- however, one key difference here is that Wraithdom is written to be in itself, an endgame that is not critical to the base Naztherak lore itself. It was written from the start to be self-contained, with it being a ‘bonus’ towards Necromancy that can be taken and added interchangeably. Hence, the reason why we placed this separately is because- unlike Zar’akal- we are fully fine with Necromancy passing without Wraithdom, as it already has a very potent ‘endgame’ in itself (Tiers IV-V having the majority of the more versatile combative spells paired with a lot of the narrative-building noncombative portions).

 

As ST have said time and time again, the best way to get something good written and passed is to start of smaller, and add additions later on which are not reliant on the main piece- and we have learned from our past follies (Pallo’s follies lol) and we admit that we were in the wrong for trying to originally get this all passed at once. Abyssal Necromancy is the base we want to start with getting accepted first- Wraithdom is just an extra thing which whilst we do enjoy, we know for a fact adding it alongside the core Necromancy post would just vastly hinder that piece’s chance of success. Ty for reading this, and hope you enjoy this lorepiece.

- aehkaj, fooldude, pallo, & stingy :3

 

 

W ʀ ᴀ ɪ ᴛ ʜ ᴅ ᴏ ᴍ

ᴛʜᴇ ɴᴇᴄʀᴏᴍᴀɴᴛɪᴄ ᴀᴘᴇx

 

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Wraiths are intended to be the endgame [CA] of Necromancy, offering a route of utter dedication to the pathway. Requiring the irreversible dedication of all [5] magic slots, Wraithdom is the pinnacle of one’s adherence to necromancy.

 

Malkaathe treasures Necromancy in its most puritan form- that of unhindered, unfettered, raw evocation of the Abyss through once-mortal conduits, much akin to himself. Lacking the necessary arcana himself to interact with much of the world, the creation of Wraiths are the sole aspect of Necromancy he places a direct hand within himself, assisting the mortal Necromancers to congeal the once-living these twisted zeniths of the Abyss.

 

Corporeal beings, these things are skeletal amalgams of bone, sinew, and an unthinkably deep well of voracious lifeforce, torn between both their physical vessel and their gloaming Morion Reliquary, an anchor-armament that binds their lifeforce within the eternal cycle of soul and bone. Their strength has been returned to them upon their absolute transcension of their prior mortal restraints, returning to their physical peak, and likewise a garnered greater durability, hardier and capable of direct combat. These Wraiths, akin to the Harbingers, the Immolated Vessels, and Resonant Knights of yore, are the pinnace of the Abyssal arts- wrought into a form most tangible for the sole purpose of exalting Malkaathe’s wroth against his foes, and furthering his goals- the foremost of which being their purpose as liaisons to exalt his will as vessels of his conscience. Divinity was always a sham; undeath was never.

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Fᴜʀᴛʜᴇʀ ɪɴꜰᴏ ᴀʙᴏᴜᴛ ᴛʜᴇ Aʙʏꜱꜱ ɪꜱ [ʜᴇʀᴇ].

AD_4nXfGYKzB_4CMTlOiM6zeeFHrJDNp0Fh1W0CMqNOUgW3vH3sZFb6SnPkspLIo_H3mBT61-5AFDzLubgq5n33QU1vg9t0f3JlOYNTbWIpIXx01GqJUsW3PGZB1Zghm12PuhNv37roHAA?key=k0p8wGAmYHxZHRtpsO47OQ

✦•━•⊰✼⊱•━•✦

 

Rᴇʟɪǫᴜᴀʀɪᴇꜱ

ᴀʀᴍᴀᴍᴇɴᴛ-ᴘʜʏʟᴀᴄᴛᴇʀɪᴇꜱ

 

Intrinsic to their  nature, Wraiths wield morion-craft armaments further imbued with the soul and lifeforce ripped from their predecessor  as they ascend to the pinnacle of their craft. These armaments act as Reliquaries- a meld of an armament and a phylactery- to the Wraith, the true embodiment of their fiendish forms which wield such with unstoppable vigor. These armaments are created in Absolute Transcension, and may take nigh-any shape and form given it is a weapon of at most [4] ingots’ worth of material. Reliquaries quite literally carry the bulk of a Wraith’s lifeforce, soul, and function as liaison to their greater spells.

 

Differing from regular Morion items, these armaments reflect their station as Phylactery to one of Malkaath’s Wraiths allowing differing Aesthetics in line with Wraith’s tells. An armament might reflect the cadaver of the once-necromancer, seeth with whispers of blackspeech, or flicker more aggressively with the abundant lifeforce corrupting the material. These aesthetics are up to the Wraith bound to them and the LT who approve such. Tied to their lifeforce and almost an extension of their form, a Wraith may recall their Reliquary to their physical vessel, bringing their dear armament within their fleshless palms oncemore to reenact fury upon them all. Over [2] emotes, a Wraith may conjure forth the latent Lifeforce within their physical form as they reach out to their Reliquary. The armament will begin to dissipate in any form applicable to Wraith and its tells before returning to the Wraith it is bound to.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Reliquaries bear properties akin to Morion, alongside the extra ones that are stated within this piece. They must be [Unbound Roleplay Items], meaning they cannot be soulbound. Wraiths are tethered to these objects- they are only capable of wielding their Morion Reliquaries, and cannot use any other weapon nor armament combatively.

The item utilized as the Wraith’s Reliquary is created when they ascend to Wraithdom, and must clearly state that it is a Reliquary alongside which Wraith it is bound to. This explanation should also include that it must be returned if the Wraith recalls it, especially upon revival.

Added aesthetics to the armament are generally freeform, but must match the themes of Necromancy and Wraith lore as per the casting tells detailed above in Necromancy. These aesthetics should be explained properly on the item itself, and are always present upon the Reqliuary when wielding it.

The Reliquary may not be in any way reforged or destroyed except through the rite of Everdraining explained below, which is the DC/PK mechanic. If the Armament is Everdrained with the Wraith PKed, the Inert Reliquary loses all abilities, becoming effectively merely reskinned steel, beyond some flavour abilities stated within Everdraining’s respective section.

Reclamation requires [2] emotes, regardless of whether or not the Reliquary is sitting idly on the ground or within someone else’s hands.

Reclamation of the Reliquary may not be utilized if the Wraith is Incapacitated, Bound, or Dead. During the duration up until the Wraith’s respawn, the Armament is ‘free floating’ and may be utilized similar to any Mundane Morion item and may be passed around from person to person, but must be returned to the Wraith upon respawn given they use this passive reclamation.

 

✦•━•⊰✼⊱•━•✦

 

Pʜʏꜱɪᴄᴀʟɪᴛʏ

ᴛʜᴇ ꜰᴇʟʟ ʟᴀɴᴅꜱ ᴏꜰ ᴀᴇɢɪꜱ

 

» [Uɴꜰᴇᴛᴛᴇʀᴇᴅ] Eternal beings no longer afflicted by the draining weakness that practicing necromancy implants on the mortal coil, Wraithdom permits the transcended being to regain peak strength without necromancy’s physical weaknesses, and regain their physicality and agility.

» [Uɴᴡᴇᴀᴛʜᴇʀᴇᴅ] Undeath comes with a litany of benefits- yet one of the most valued is the liberation from the burdens of flesh. Those of Wraithdom know neither hunger nor fatigue, requiring no rest, breath, or sustenance- they can pursue their quarries, plots, and endeavors with endless vigor.

» [Uɴꜰᴇᴇʟɪɴɢ] There exists no pulse within Wraiths to be soothed or stirred- no sensation of heat, pain, nor blindness may befall their undying form, beyond those of holy nature. Wraiths find armor to be of no benefit to them, whilst they may still don it aesthetically, it does not improve their durability.

» [Uɴʜᴀʟʟᴏᴡᴇᴅ] Accursed by their very nature, Wraiths find themselves seared and scattered by the pure and dark-targeting. Materials such as Aurum and Thanhium prove effective, whilst magical methods such as dragonsflame, malflame, and holy magics alike prove themselves to be baleful counters to them.

» [Uɴꜱᴀɴᴄᴛɪꜰɪᴇᴅ] Their existence an anomaly of lifeforce, some facets of the Druidic nature are utter blasphemy to Wraiths- and likewise, said facets are antithetic to them as well. Being within [8] meters of a Primal Entlord or equivelent primordial being of Druidic nature (an [ET]-only scenario) particularly rejects their form- it weakens them down to their original Necromantic strength, weak and unable to fight at full capacity.

» [Uɴɴᴀᴛᴜʀᴀʟ] Grotesque in presence, those bearing Wraithdom are unable to hide their nature without utter occlusion beneath armament or rite; they are always considered to be revealed dark creatures. Lifeforce streams from beneath their cloaks like mist from a broken tomb, and when uncovered as a clear tell; however, said lifeforce too permits the Wraith to levitate [1] meter above the ground at most.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Wraiths are undead with no muscles, meaning they have limitless endurance and may run or stay in combat for lengthened periods of time. Only the wear and tear of such activities may hinder them. With a lack of weight, they are fast and spry. They bear peak strength and dexterity for the descendant race they once were.

Wraiths are immune to heat, pain, and blindness unless those are inflicted upon them through holy or draconic means. They do not find any benefit from donning armor whatsoever, as they have their own damage system which is detailed below.

Wraiths are especially weak to Aurum, Thanhium, Dragonsflame, Malflame, and Holy Magic- all of which do additional damage to them within the damage chart below. They are further weakened when nearby facets of lifeforce which can truly cycle lifeforce within the world through unblasphemous means. When within [8] meters of a primordial druidic entity in an ET event, they are weakened down to their original Necromantic physique.

Wraiths can levitate up to [1] meter in height off the floor, which lasts until ceased. If an attack would require one to jump or be off the ground to dodge, levitation suffices for such. This may not be used to reach mechanically inaccessible locations; a player may float in combat only if such makes sense in the scenario. They may not suddenly float should they already be bound to the floor, for instance. Hovering has no impact on movement speed or endurance; acceleration stays the same.

 

Mᴇɴᴛᴀʟɪᴛʏ

ᴛʜᴇ ꜰᴇʟʟ ʟᴀɴᴅꜱ ᴏꜰ ᴀᴇɢɪꜱ

 

» [Aᴍʙɪᴛɪᴏɴ] Upon ascension, a Wrath’s mind is no longer bound by the sorrows or demotivations of mortalkind. Their thoughts become twisted toward grandiose dreams or ambitions that often extend far beyond their reach. Some of these goals may be outright impossible, yet it is precisely such overwhelming ambition that drives them forward, even into deadly situations. They march on, uncaring of the risks, their focus narrowed entirely upon their purpose or schemes. This relentless pursuit often makes them more selfish, more reckless, and more willing to disregard the consequences of their actions, like machines with only one purpose: success.

» [Iɴʜᴜᴍᴀɴ] Emotions such as love, appreciation, and genuine affection become like a distant memory: forgotten, or rather the wraith themselves become an unsolvable puzzle that they may attempt to piece together yet never truly comprehend. This does not render them emotionless; they are still driven by purpose, but their apathetic grasp of others or oneself  often leads to violence or a failure to fully understand what pain their own actions may bring. It is as though they can eat food but never taste it or are able to feel, yet forever unable to understand.

» [Uɴʜᴏʟʏ] A wraith lingering near Ogham Stones blessed by a Mani summoners, close to Fey-rings, or within the presence of a druid whenever they cast will grow increasingly frustrated. Their mind becomes consumed by a searing pain, as though their very life force is being torn apart, dragging back the memories of their mortal suffering they once endured. Their worst traits begin to surface in this state, whether it be rage, madness, greed, or so on. Moreover, it extends to Templar bonfires or Clerical Temples too, albeit it manifests differently. Rather than searing pain, the wraith is plagued by an exhausting heat. Not enough to hinder them in direct combat, yet enough to leave them in a constant and oppressive state of disgust. It is a feeling utterly at odds with their undying nature.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

The core thing that drives a Wraith is the concept of Ambition. Whilst the search for knowledge drives Draugars forwards like conquest does for Darkstalkers, the goading Ambition that goads on Wraiths is moreso fouler- their goals revolve around success, and the search for so constantly- they are detached from time, thinking in the centuries rather than mere years or decades. These goals could range from eternal sieges of attrition upon empires, searches for long-forsaken relics, or even- to the most greedy and bold- to overthrow Malkaathe himself.

Beyond this, they are detached from mortality-  whilst they are capable of empathising with mortals, perhaps even making allies of them, they view them as foreign beings- akin to how a human views an orc, or so on. They are incapable of feeling anything romantic whatsoever, and cannot FTB. 

Wraiths bear an intrinsic disgust towards objects of druidic and holy nature- yet this also extends towards the nonmagical aspects of these. Mere churches, shrines towards deities, or even groves and carvings of woodfolk evoke this feeling of contempt and heat- the feeling unnerving them tremendously, evoking they often wage siege against those who evoke such symbolism.

All Wraithdom spells follow the rules of casting stated in Necromancy, from the damage needed to break focus, to emotes, and so on. All Sacraments of Wraithdom are fundamentally spells of [Tier V].

Wraiths are wellsprings of Lifeforce, consecrated down to a physical form- this permits them to be massively potent when within rituals. Thus, as stated on the Necromancy lorepage, a Wraith may count for [2] Necromancers within a ritual, albeit only one Wraith may do this per ritual- that is to say that a rite that needs [4] Necromancers cannot be done with [2] Wraiths by themselves, but could be done by [2] Wraiths and [1] Necromancer.

 

Dᴜʀᴀʙɪʟɪᴛʏ:

𑁍 [Tᴏʀꜱᴏ/Sᴋᴜʟʟ] - [4 Lesser] / [3 Moderate] / [2 Greater] The torso and the skull are the two points of a Wraith’s core- destruction of either one causes the Wraith to crumple to the floor haplessly, whilst destruction of the skull kills them.

𑁍 [Lɪᴍʙꜱ] - [3 Lesser] / [2 Moderate] / [1 Greater] The limbs of a Wraith are less resilient than those of their lesser Darkstalker brethren, yet they still are capable of taking many a blow before shattering; damage is shared over the whole limb.

 

❉ [Lᴇꜱꜱᴇʀ Sᴛʀɪᴋᴇ]

𑁍 Weaker Projectiles (Shortbows, Hand Crossbows, Slings, Throwing Knives)

𑁍 Mundane Blades (Shortswords, Longswords, Hatchets, Glaives, Spears)

𑁍 Diminutive Magics (Non-Concussive Voidal Spells, Heraldry Spells, Mysticism Spells)

❉ [Mᴏᴅᴇʀᴀᴛᴇ Sᴛʀɪᴋᴇ]

𑁍 Heavier Projectiles (Longbows, Crank Crossbows, Javelins)

𑁍 Thanhium, High-Density Boomsteel, & Aurum Blades (Shortswords, Longswords, Hatchets, Glaives, Spears)

𑁍 Mundane Bludgeons (Warhammers, Maces, Greatswords, Battleaxes)

𑁍 Calamitous Magics (Non-Tangible Dragonsflame, Malflame, Tangible & Concussive Voidal Spells, Necromantic Maledictions)

❉ [Gʀᴇᴀᴛᴇʀ Sᴛʀɪᴋᴇ]

𑁍 Devastating Projectiles (Ballistae, Trebutchets, Cannons)

𑁍 Thanhium, High-Density Boomsteel, & Aurum Bludgeons (Warhammers, Maces, Greatswords, Battleaxes)

𑁍 Ruinous Magics (Tangible Dragonsflame)

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

All strikes are assuming direct hits. One cannot simply graze the Wraith with a dagger and have it count as a Lesser Strike, and so on.

Strikes enwreathed or augmented by Holy Magics functions as if bearing Aurum properties, as per their respective lorepieces. Strikes augmented in a Nephilim’s dragonsflame function as Greater Strikes, overriding their natural state.

Strikes at the force of an Olog or Golem (3x that of a Descendant) function as if a single bracket higher, from Lesser to Moderate and Moderate to Greater; this cannot exceed Greater Strikes.

Projectiles made of Thannic, High-Density Boomsteel, Aurum, or similar propertied-materials will count as a single bracket higher, from Lesser to Moderate and Moderate to Greater; this cannot exceed Greater Strikes.

Whilst obviously not actually bludgeons, Battleaxes and Greatswords have been grouped under that category rather than as ‘blades’ given their size, weight, and force when swinging them.

 

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Sᴀᴄʀᴀᴍᴇɴᴛꜱ

AD_4nXei95jKuSJpA_NOmlXoivI-Nqe7px231qDh2-7C2GW88gEWDh-Y_0RfZ1nsopVgrFTU3Oq_p3AlUyG1RP3-dAURhJD4U7GGPid8btumDORw23DaJhcdv9Kd37FzeE1Eb6CYI-zV2Q?key=k0p8wGAmYHxZHRtpsO47OQ

ᴀʙɪʟɪᴛɪᴇꜱ & ɪɴᴠᴏᴄᴀᴛɪᴏɴꜱ

 

ᴛʜᴇʏ ᴡᴇʀᴇ ᴏɴᴄᴇ ᴍᴇɴ. ᴍᴇɴ, ʙʟɪɴᴅᴇᴅ ʙʏ ᴛʜᴇ ᴡᴀɴᴛ ꜰᴏʀ ᴘᴏᴡᴇʀ; ʟᴜꜱᴛɪɴɢ ᴀꜰᴛᴇʀ ᴅᴀʀᴋ ꜰᴏʀᴄᴇꜱ ᴛᴏ ᴇꜱᴄᴀᴘᴇ ᴛʜᴇ ᴄᴜʀꜱᴇ ᴏꜰ ᴏʟᴅ ᴀɢᴇ. ᴛʜᴇʏ ᴡᴇʀᴇ ʟᴏʀᴅꜱ, ᴏɴᴄᴇ, ᴛʜᴏᴜɢʜ ʙʟɪɴᴅ ᴏɴᴇꜱ. ɢʀᴇᴇᴅʏ ᴀꜱ ᴅᴡᴀʀᴠᴇꜱ, ᴠɪᴏʟᴇɴᴛ ᴀꜱ ᴏʀᴄꜱ ᴛʜᴏᴜɢʜ ʟᴀᴄᴋɪɴɢ ᴛʜᴇ ɴɪɢʜ-ᴇᴛᴇʀɴᴀʟ ᴘᴀᴛɪᴇɴᴄᴇ ᴏꜰ ᴏɴᴇ ᴏꜰ ᴍᴀʟɪɴ’ꜱ ʙʀᴏᴏᴅ. ʜᴜᴍᴀɴ ʟᴏʀᴅꜱ ᴡɪᴛʜ ᴀ ᴅᴀʀᴋ ᴄᴀᴜꜱᴇ, ᴡɪʟʟɪɴɢ ᴛᴏ ꜱᴛʀɪᴘ ᴛʜᴇᴍꜱᴇʟᴠᴇꜱ ᴏꜰ ᴛʜᴇ ᴍᴏʀᴀʟ ʙᴏᴜɴᴅᴀʀɪᴇꜱ ᴛʜᴀᴛ ᴏʀᴇɴ’ꜱ ɴᴏʙɪʟɪᴛʏ ᴡᴏᴜʟᴅ ᴄʟɪɴɢ ᴄʟᴏꜱᴇ ᴛᴏ. ᴛʜᴇʏ ᴅᴀʙʙᴇᴅ ɪɴ ᴅᴀʀᴋ ᴛʜɪɴɢꜱ ɪɴ ᴛʜᴇ ꜰɪʀꜱᴛ ᴀɢᴇ; ᴅɪꜱʀᴇɢᴀʀᴅɪɴɢ ᴛʜᴇ ᴛᴀʀʀʏɪɴɢ ᴏꜰ ᴛʜᴇ ᴍᴏʀᴛᴀʟ ʀᴀᴄᴇꜱ ᴀɴᴅ ᴛʜᴇɪʀ ᴡᴀʀꜱ ᴡɪᴛʜ ᴀ ᴅɪꜱɢʀᴜɴᴛʟᴇᴅ ᴅᴀᴇᴍᴏɴ. ᴛʜᴇʏ ᴅᴀʙʙʟᴇᴅ ᴀɴᴅ ᴛʜᴇʏ ꜱᴛᴜᴅɪᴇᴅ. ᴛʜᴇʏ ᴘʀᴀᴄᴛɪᴄᴇᴅ ᴅᴀʀᴋ ᴛʜɪɴɢꜱ ɪɴ ᴅᴀʀᴋ ᴘʟᴀᴄᴇꜱ; ᴛʜᴇʏ ᴛʀɪᴄᴋᴇᴅ ᴅᴇᴀᴛʜ ᴀɴᴅ ʙᴇɴᴛ ɪᴛ’ꜱ ᴡɪʟʟ ɪɴ ᴛʜᴇɪʀ ʜᴀɴᴅꜱ, ᴛʜᴏᴜɢʜ ᴛʜᴇʏ ᴅɪᴅ ɴᴏᴛ ʀᴇɢᴀʀᴅ ᴀɴ ɪᴍᴘᴏʀᴛᴀɴᴛ ʟᴇꜱꜱᴏɴ: ɪꜰ ᴛʜᴇ ᴡᴇᴀᴋ ᴄᴏᴜʀᴛ ᴅᴇᴀᴛʜ, ᴛʜᴇʏ ꜰɪɴᴅ ɪᴛ.

- Mᴀʟᴋᴀᴀᴛʜᴇ, ᴛʜᴇ Aʙʏꜱꜱʟᴏʀᴅ

 

[Wʀᴀɪᴛʜᴅᴏᴍ] Dᴏᴍɪɴɪᴏɴ - [1 Emote] [Non-Combative]

A Wraith is a focus-point for an unholy amount of tainted Lifeforce- and, obviously, they retain great control over it. Perhaps as a tool to cow subjects, or for simple necromantic pettiness. Exalting this through mental pressure, withering forces, and twisting the undying flora and fauna alike- those of Wraithdom hold a bitter dominion over their surroundings.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [1] emote, a Wraith may flood their ambience with an excess of stagnated lifeforce- leeching and tainting their surroundings to befit their domain of undeath. Dominion is a freeform ability which permits wraiths to afflict the environment around them within [8] meters, causing an overabundance of lifeforce to taint and afflict objects around them. Plants wilt and melt into blackened, withered sludge, carcasses bubble into foul tumorous growth, and the air thickens with lifeforce-hued smog. These all may be freeformly manipulated, so long as they remain to noncombative extents.

 

Alternatively, over [1] emote a Wraith may flood their ambience with lifeforce and jettison it throughout- inflicting the minds of all lifeforce-bearing individuals with a feeling of ‘pressure’. This bears no combative ability nor enhancement, yet rather makes those within a [20] meter range upon use of it feel as if there is a feeling of metaphysical density and intimidation upon them, clearly coming from the Wraith itself. Wraiths may use this ability aesthetically to clash amongst one another- when multiple wraiths use this subset of Dominion in proximity, the pressure rebounds upon one another, often causing the span of distance between the two Wraiths to appear blurred or pressured aesthetically.

 

Wraiths utilizing a Corpse Courier to speak to individuals from afar may utilize Dominion around said Corpse Courier to affect the environment and nearby individuals in an aesthetic fashion.

 

Rᴇᴅʟɪɴᴇꜱ:

Dominion only affects the area about the Wraith, and any flora affected will return to life once affected area moves from such.

Dominion from multiple Wraiths ‘stacks’ on anyone affected, in the sense that they can feel multiple tangible pressures coming at once; however, it likewise does not bear any combative affect as this ability is utterly noncombative. (One Piece conqueror haki clash.)

Any manipulation of the environment or emotions implanted into people through Dominion may not have any effect on combat, only acting as flavorful aesthetics. This is a purely flavour-based spell, with no combative effects whatsoever.


 

[Wʀᴀɪᴛʜᴅᴏᴍ] Vᴇɪʟɪɴɢ - [2 Emotes] [Non-Combative]

Wraithdom allows for far finer manipulation of Lifeforce - for one, its transfer from a healthy victim to themselves. This rush of Lifeforce allows them to weave a necromantic illusion of healthiness about themselves, either for vanity or for more nefarious purposes.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

After use of Asthenia, if a Wraith is willing, can spend an additional [2] emotes to rip forth fragments of lifeforce alongside the draining of emotions- this occurs in a [2] meter radius around the Wraith, the aesthetics left to the player so long as clear tells are conveyed; such as tendrils of lifeforce wrapping around the target, or gloaming ribbons of mist beneath as the Wraith conducts a sickly ritual. Once complete, the victim is left in a lethargic state for [1] OOC hour, too weak for combat but able to attempt escape and recover their energy. A side effect of intermingling with this draining leaves the victim’s complexion withered and wrinkled, as if they had suddenly aged decades (or centuries, for elves). This can be remedied with sprog’s elixir, though it slowly reverts back within [1] OOC week.

 

Wraiths, on the other hand, are flooded with this lifeforce- enough to create a ‘veil’ to cover their form up to some degree. Over the course of [3] emotes, they revert into a seemingly more mortal form for [7] OOC days, unless forcefully broken- their chosen appearance cannot be altered unless they siphon the lifeforce from another. In this faux disguise, they are crippled and enfeebled- bearing the weakness of physicality that their prior mortal-form once bore. This disguise is broken over the course of exposure to dragonsflame, malflame, necromantic maledictions, holy magic, or any wound- applying any of these for at least will rip and shred this faux disguise away.

 

Rᴇᴅʟɪɴᴇꜱ:

Veiling can solely be used right after Asthenia, and takes an additional [2] emotes to function, as those drained emotions pair with the fragmented lifeforce to veil the self. The victim of Veiling will become lethargic for [1] OOC hour, unable to partake in most combative actions, and rather only strong enough to flee.

After [1] OOC week, the victim’s complexion recovers naturally, appearing as they once had. This can be quickened with Sprog’s Elixir, occurring instantly. After a victim is drained in this way, they cannot be drained again for Facade for [4] OOC weeks. 

Once both additionalemotes of Veiling have been performed,, the Wraith slowly warps over [3] emotes to then disguise themselves as mortal for up to [7] OOC days, or until forcefully broken through combat. When an appearance is decided, it cannot be changed unless another descendant is exhausted; furthermore one cannot take any appearance younger than eighteen. The appearance of other [CAs] cannot be taken; Veiling can only resemble the core four descendants.

Exposure of the disguise to dragonsflame, malflame, necromantic maledictions, holy magic, or any wound will immediately shatter the disguise, revealing the Wraith’s form. If their form is broken, they may not re-mantain their Veil, and must regain it via performing Veiling oncemore.


 

[Wʀᴀɪᴛʜᴅᴏᴍ] Cᴏʀᴘꜱᴇ Cᴏᴜʀɪᴇʀ - [3 Emotes] [Non-Combative]

A Wraith may choose to use the long deceased as an act of communing with those who happen to be leagues and miles away. Whether it be via an old crumbling skull, or the carcass of a recently slain beast, or even through the mindless husk of one of their fallen soldiers.  

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [3] emotes, a Wraith may impart a portion of their lifeforce and lock it within such, creating a means of communication and a level of separation between them and their lessers. They may inhabit this corpse to speak through when within a silent place of meditation, requiring [3] emotes of stillness.

 

Once placed, a corpse cannot move and when communed with, their sight is hazy and warped, unable to make out faces or people and only able to clearly hear their voices. When communing with a corpse, the Wraith falls into a stupor, entirely focused on their conversation and unable to detect, hear, see, or observe anything around their physical location. Wraiths whom individuals attempt to contact can feel a vibrating thrum around their skull detectable to only them while being contacted, signaling they ought to find a reflective surface. If combat were to ensue on either end, the Wraith would be snapped back to reality, stunned for [2] emotes.

 

Rᴇᴅʟɪɴᴇꜱ:

A corpse infused with the Wraith’s lifeforce to be utilized in Corpse Courier requires a valid ST Sign to be utilized for such. Communication requires the Wraith to be reached out to, whom can speak through either going to that physical location OOCly or through /msg. The corpse may be destroyed with any blunt hit to the cadaver.

Any form of combat on either end results in the connection through the Corpse Courier to snap, the Wraith controlling the corpse being stunned for [2] emotes. 


 

[Wʀᴀɪᴛʜᴅᴏᴍ] Sᴀᴄʀɪʟᴇɢᴇ  - [2 Emotes] [Combative]

With a bounty of Lifeforce available to them, a Wraith may condense the energy into its solidified form, consecrating around their Reliquary- then slam the object into the ground, creating a domain which drains all lifeforce which dares enter its regime within it.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [2] emotes, a Wraith may draw from their store of lifeforce, condensing and solidifying it around their armament. Such is then slammed and impaled within the ground, creating a zone of [5] meters’ radius wherein a slow, steady sapping effect exists within to all non-Abyssal beings (those whom are not Ghouls, Darkstalkers, Draugars, or Wraiths). Similar to Sapping, Sacrilege is a slow spell, and does not function instantly- it takes at least a total of [3] emotes within this radius to drain a foe to a degree which actually harms them. For every [3] sustained emotes of draining (being within the zone), the target’s strength is dropped by a single bracket (detailed in the chart below) and their maximum movement per turn decreased by [1] meter until the end of the combative encounter. Sacrilege may only be initiated [1] time per OOC day, and when started lasts a maximum of [8] emotes.

 

[Olog Strength] [Orc Strength] [Human Strength] [Voidal Strength] [Voidstalker Strength]

 

An individual’s strength may only be dropped by Sacrilege’s drain [2] times per combative encounter. Whilst casting this spell, the Wraith cannot move, and when the Reliquary is impaled within the ground they remain unable to wield it or any other weaponry, thus only capable of unarmed combat and other casting whilst it is slammed upon the ground. This draining effect may be broken in one of [3] ways, which are as follows:

Interruption: The Reliquary is struck by [3 Lesser] / [3 Moderate] / [2 Greater] strikes, causing it to dislodge and clatter to the ground.

Distancing: The individuals move at least [5] meters away from the Reliquary, causing the tether to be stretched too thin and snap.

Barricading: The Wraith is moved outside of the [5] meter Reliquary range, causing their lifeforce to be unable to upkeep this ability.

 

Rᴇᴅʟɪɴᴇꜱ:

Sacrilege takes [2] emotes to conjure lifeforce about their Reliquary and slam it into the ground, creating a radius of [5] meters around the impaled block which is flooded with draining, stagnant lifeforce. Its effects are a slow progression; for every [3] emotes that an individual remains within, the target’s strength drops by one bracket as per the progression above; if they already are upon the lowest tier, nothing occurs.

Sacrilege’s drain can only target individuals that bear lifeforce; non-lifeforce bearing individuals are immune to it. Whilst the Reliquary is within the ground, the Wraith obviously cannot use Execution nor use Sacrilege again.

Sapping’s tether can be broken in three ways: Firstly, if the Reliquary is struck by [3] Lesser or Moderate Strikes or [2] Greater Strikes, disloging it; secondly, if the target moves over [5] meters from the impaled Reliquary and thus out of range; thirdly, if the Wraith moves over [5] meters from the impaled Reliquary, unable to maintain the draining flow of lifeforce.

Sacrilege corrupts [2] units of dragonsflame for every emote sustained on a Nephilim. 

Sacrilege may only be cast [1] times per OOC Day.


 

[Wʀᴀɪᴛʜᴅᴏᴍ] Exᴇᴄᴜᴛɪᴏɴ - [3 Emotes] [Combative]

Wielding their Reliquary, a tether of lifeforce can be consecrated unto it, permitting a Wraith to lob it in a devastating blow or arch it in a radial slash that is capable of hitting a sole individual, before remaining there- only recollectable via their innate resummoning or through physical means of reclamation.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [3] emotes, a Wraith may imbue their armament with their lifeforce, granting them pseudo-telekinetic prowess over it. The Wraith may then send out the armament in either the form of a thrust or slash traveling at the speed of a shortbow arrow, reaching a maximum range of up to [16] blocks. If thrown in the form of a thrust, the armament will strike akin to a javelin, and when propelled in the form of a slash it will strike those hit with it as if a warhammer. Execution may only be cast [3] times per OOC day.

 

Rᴇᴅʟɪɴᴇꜱ:

Execution requires [3] emotes to use: [1] Connect, [1] Charge, and [1] Cast. Upon the second emote of the spell, the Wraith must decide whether the Reliquary will be launched in a thrust, or swung in an arc. The Reliquary will not come back on its own, and must be resummoned to the Wraith’s palm as per the regulations explained in its respective segments.

The Morion Reliquary may only travel up to [16] blocks and carries the speed of a shortbow arrow. Any spell or armament capable of diverting or blocking a Javelin may divert the strike. 

If the Wraith utilizes a thrusting attack, Execution will damage and pierce a target equivalent to that of a Javelin. If the Wraith utilizes a slashing attack, Execution will strike with a force equivalent to that of a warhammer. 

Execution is unable to hit multiple targets at once, unless within a pre-planned Player or ET Event in which the event-runner gives their express permission. This is to say that the slashing arc may not hit multiple people ahead of the Wraith, and that the armament will not peirce entirely through a target- it only hits the first individual in its motion.

Nephilim which have their flesh directly pierced or slashed by the Morion Reliquary will sustain [2] unit(s) of Corruption.

Execution may only be cast [3] times per OOC Day.


 

[Wʀᴀɪᴛʜᴅᴏᴍ] Oᴄᴄᴜꜱɪᴏɴ - [3 Emotes] [Combative]

Consolidating and compressing together stray fragments of lifeforce and expelling it forth, a wraith may saturate an area with such an overflux of lifeforce that they are capable of tugging its influence partially unto the Abyss, saturating the area with a blackened scourge that occludes the sight of mortals and hampers the power of the divine.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [3] emotes, a Wraith may congeal lifeforce and abyssal energies unto a ball about the size of a baseball, before tossing it forth with equivalent speed to any location within [20] meters. Upon impact, it expands into a sphere with a radius of [3] meters, wherein it is flooded with Abyssal smogs, hampering eyesight. All non-Abyssal beings (those whom are not Ghouls, Darkstalkers, Draugars, or Wraiths) are incapable of seeing any further than [2] meters’ range when within, whilst all Deific mages or creatures are rendered incapable of drawing upon their deity’s powers when within this sphere- their powers dampened when within greatly, though returning to them when leaving this zone. The abyssal sphere of influence created by Occlusion lasts for [4] emotes, before fading away. Occlusion may only be cast [2] times per OOC day.

 

Rᴇᴅʟɪɴᴇꜱ:

Occlusion requires [3] emotes to conjure a sphere of stagnant lifeforce, before tossing it forth at the speed of a baseball to any zone within [20] meters, which upon impact expands into a zone of [3] meters’ radius of Abyssal influence.

Occlusion’s area of influence lessens the sight of the mortal and unaltered by the Abyss- every being whom is not a necromantic undead is limited to [2] meters’ range of vision whilst within. Furthermore, individuals whom bear deific magics find them unable to maintain or begin casting whilst within this bubble, as the Abyss hampers the influence of the divine; all deific magics will find that they are incapable of casting any of their spells sourced from a divine origin within this zone, and all active spells that they carry or send within this region merely cease to be.

Occlusion affects the following deific magics: Druidism, Heraldry, Templarism, Clericism, Shamanism, and Seers. The bubble lasts for [4] emotes before fading away.

Occlusion may only be cast [2] times per OOC Day.

 

✦•━•⊰✼⊱•━•✦

 

AD_4nXcMVjBX-uQ1NTWnrYaj9ObtHgBYqgKAo6nFfhQ3lYBwfMc37gyH6sPS1PL08uit-TttEZoiQik8WDYCvvXnj7ScjqWlbG-iIyIaq2t4lYDz9IBJhvMnz7Q1-wzY-MGm0SI8XQF_Kw?key=k0p8wGAmYHxZHRtpsO47OQ

 

✦•━•⊰✼⊱•━•✦

 

Eᴠᴇʀᴅᴇᴀᴛʜ

ʀᴇꜱꜱᴜʀᴇᴄᴛɪᴏɴ & ᴅɪꜱᴄᴏɴɴᴇᴄᴛɪᴏɴ

 

Dᴇᴀᴛʜ:

Wraiths, akin to their lesser undead-kith, are afflicted with the Infallible Curse- an endless punishment-benediction that constantly wrings themself back to the mortal plane upon death. 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 Ebrietas. Doomed to the fate of the mortal plane, this energy coalesces over [1] OOC day within their Morion Phylactery-Armament before it finds a new host to inhabit- forcing their soul to reinhabit a random corpse or cadaver, the residual energies of their undying forms morphing and altering the vessel to look akin to how it was before.


Upon death, their Morion Phylactery-Armament does not disappear with them- it remains wherever it had last been, be it thrown across a battlefield or held by the Wraith as it perishes. Due to the fact that during death, the Wraith is constrained within their armament and cannot control it, the object can be held by anyone and moved about, as the item is an (Unbound Roleplay Item) that cannot be soulbound. Critically, that proves to be its largest weakness- these armaments are susceptible to the rite of Everdraining, a ritual of inherent knowledge to all Wraiths which can permanently PK a Wraith upon draining their phylactery during this day-span of death.

 

Rᴇᴅʟɪɴᴇꜱ:

Spoiler

Wraiths are beings bound to the mortal realm, lest they fall under any sort of clause or punishment that subjects them to PK. Normal hard PK rules still apply, such as killing one’s self, PK-clauses in deific or extraplanar events, Thaumburn, or otherwise. An undead that becomes the subject of a PK cannot revive themselves.

Wraiths take [1] OOC day to respawn from the point of their death, retaking a new vessel that takes their physical form. This follows all rules of death, meaning that the resurrected undead does not remember anything from their death or the roleplay that led up to it, merely that they perished and revived.

Upon their revival, a Wraith may use their innate resummoning of it to reclaim their Morion Reliquary; they may not reclaim it before the time of their respawn, which must be at least [1] OOC day after the time they perished. Over this time, if the Morion Reliquary was taken by another Wraith and had the ritual Everdraining performed upon it, it PKs the Wraith the armament is bound to, and follows all mechanics stated below that ritual.


 

[Wʀᴀɪᴛʜᴅᴏᴍ] Eᴠᴇʀᴅʀᴀɪɴɪɴɢ - [7 Emotes] [Severance] [1 Wraith & 2 Necromancers]

Enwreathed in shrouds of lifeforce, one’s Reliquary is a tether for their corporeal form to linger upon the mortal plane- binding a portion of their soul as well as copious stashes of miasma within. Even though it is resilient, it is not indestructible- for it can be drained by another Wraith with the aid of their acolytes.

 

Mᴇᴄʜᴀɴɪᴄꜱ:

Spoiler

Over [7] emotes, a Wraith alongside [2] Necromancers may congregate around a Morion Reliquary of another Wraith, beginning a foul and archaic ritual to drain the Morion relic, performing a freeform ritual to exhume it of its bound soul. Upon doing this, it irrevocably PKs the Wraith whose phylactery has been drained- rendering their [CA] denied without any means to revive them. The Wraith’s lifeforce is utterly stripped from the armament- leaving but a bare fragment of their consciousness within, similarly to Malkaathe’s crippling debilitation of his mind locked within the Abyss. Everdraining, like all other spells and abilities of Wraithdom, is innate knowledge to all Wraiths.

 

Upon being PKd, the Reliquary is rendered to a more ‘mundane’ nature, or at least as mundane as an object basked in the Abyss’ taint can be; it loses the innate heightened durability it once had, and is rendered to be an unenchanted object of mundane steel, losing all Morion properties it once bore. Bizarrely however, the shattered remnant lifeforce of the Wraith leaves behind bare traces of their conscience within the object, rendering a fragment of their personality within. Individuals who wield an Everdrained Reliquary can- under OOC consent from both parties- commune and talk to the Wraith’s traces of eras past for advice, guidance, or aid. Wraiths may offer the knowledge they’ve collected in their lives, though cannot mention anything related to their deaths, nor can this be used as a method to teach others; the soul is not able to retain memories of past communication attempts with other individuals other than the current bearer, and the moment contact is broken or if the Wraith decides to end the conversation, the communication ends. This communication can only occur under noncombative settings.

 

Rᴇᴅʟɪɴᴇꜱ:

Everdraining is a ritual that requires [1] Wraith and [2] Necromancers, whom gather upon another Wraith’s Morion Reliquary and sap it of all its arcana and lifeforce, rendering its worth as an ‘anchor’ to the mortal plane worthless- hence PKing the Wraith who had their Reliquary rained.

Everdrained Reliquaries do not retain any abilities relating to Necromancy or Wraithdom, and act as a regular steel armament. However, they remain [ST Signed] with the [Unbound] tag, wherein the wielder of said Everdrained Reliquary- under OOC consent from both the wielder and the PK’d Wraith whom once bore the Reliquary- the individuals may commune with the object in noncombative settings, following all regulations as if Gravecall was used, as follows:

Any information pertaining to their death such as who killed them cannot be disclosed unless all parties present in their death gives explicit OOC consent to the information being shared. The individual is unable to retain any memory of past communication attempts.

Gravecall may not be used to relay any strict details about a persona’s death such as who killed them, or any ‘rare’ knowledge such as any knowledge regarding FAs, MAs, CAs, or unique materials. 

The PK’d Wraith’s conscience is remained sundered within the Everdrained Reliquary, whilst their soul, lifeforce, and necromantic prowess all are swept away into the Abyss, and engorged upon by Malkaathe- granting him a fragment of his own power back to his own sundered consciousness. There is no way- not even through MArts- that the consciousness within the Everdrained Reliquary may be taken out of it, augmented, or be reborn into another individual.

 

✦•━•⊰✼⊱•━•✦

 

[ C ʀ ᴇ ᴅ ɪ ᴛ ꜱ ]

S ᴄ ʜ ɪ ᴢ ᴏ ᴘ ʜ ʀ ᴇ ɴ ɪ ᴀ   I ɴ ᴄ .   v 2

ᴀᴇʜᴋᴀᴊ, ᴘᴀʟʟᴏᴅɪᴜᴍ, ꜰᴏᴏʟᴅᴜᴅᴇ, & ꜱᴛɪɴɢʏᴘᴀʀʀᴏᴛ

+ ꜰᴛ. ᴄᴏʟᴏɴᴇʟᴋᴜᴇʜʟ, ᴛʜᴇ ᴍᴏʀᴛᴀʟ ᴋᴏᴍʙᴀᴛ ꜱʜɪɴɴᴏᴋ ᴍᴀɪɴ

 

A ᴅ ᴅ ɪ ᴛ ɪ ᴏ ɴ ᴀ ʟ   C ʀ ᴇ ᴅ ɪ ᴛ ꜱ

ᴏʀɪɢɪɴ ᴀꜱꜱɪꜱᴛᴀɴᴄᴇ - ꜱᴡɢʀᴄʟᴀɴ

 

Spoiler

 

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They're called Liches

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[✓][CArt] [15] [The Black Nexus]

 

and what wowj said

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there already exists a spell called Dominion, you may want to change the name into something similar but different as to not create confusion should this piece be accepted.

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12 hours ago, Wulfric said:

there already exists a spell called Dominion, you may want to change the name into something similar but different as to not create confusion should this piece be accepted.

 

I don't think its gunna matter since vastly undead CA will likely be distinct from whatever shamam MA thats from. 

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15 hours ago, Wulfric said:

there already exists a spell called Dominion, you may want to change the name into something similar but different as to not create confusion should this piece be accepted.

 

if someone interracts with evil skeletonbro magic and is told "hey this spell is from wraith listed as dominion" and they somehow don't end up on the wraith CA post looking for dominion there at that rate I think I should just legally be allowed to make fun of them. 

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This lore has been denied.

 

Self denied.

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