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[✗] [Voidal Feat] Veilwatching

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PrimnyaQuorum

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Spoiler

As part of this rewrite of Veilwatching, the following is proposed;

1. All current Veilwatching Scions and Voidstalkers at the time of the submission of this lore, may request to be grandfathered into this rewrite by submitting a new Veilwatching [FA] upon the acceptance of this lore within a grace period of [2] OOC Weeks. They are unable to teach new sentries, and if they drop the feat will be subject to the normal compatibility mechanics. 

2. Veilwatchers who have had the Feat previously will be reset to [T1] and may progress as normal, by submitting a new Veilwatching [FA] upon the acceptance of this lore within a grace period of [2] OOC Weeks. 

3. [3] current Veilwatchers will be Grandfathered, starting at [T3] and immediately able to teach new Sentries.  

4. Veilwatchers not grandfathered in, or who do not submit a new Veilwatching [FA] with a comment to their previous Veilwatcher [FA] within the given grace period do not retain the feat.

 

Veilwatching

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Spoiler

 

 

Origin/Explanation

Of life upon Aos and Eos across history, the lone barrier between existence and non-existence, the Veil, has stood fast against the infinite pressure of the Void. Over eons and eons, the meddling of mortals and immortals alike have rarely afflicted the Veil itself, yet there are those with the right tools, at the wrong time.

 

Magi of time immemorial have long sought might from the Void, their reach and greed offset by the meager amount of Arcana that could be pulled to themselves, limited by the Veil’s omnipotent reach. Thus, they seek to break through it, and in doing so, invite calamity. From the desolation of Axios, to the downfall of Ando Alur and the devastation incurred from the Chromaweave, calamities of the Void have spared nothing in rapacious hunger. 

 

But the Veil is not static; it ebbs and flows and adapts. There are those who look beyond the mundane and the magical to the controlled chaos at the very edge of existence. These magi have gone by a plethora of names, most predominantly within the past by the term “Veilwatchers” upon the continent of Aevos. Yet, as the Veil waxes and wanes under cosmic turmoil, so too are those bonded to it changed. Whatever origin they claim, those who bind their sight to the Veil are shaped by its adaptations. 

 

Redlines:

Spoiler

Veilwatching is a voidal feat, requiring a mage to be [T5], have at least [3] slots dedicated to voidal magic, and be able to maintain a connection to the void. Mages with the feat will be referred to throughout this page as Sentry/Sentries.

”Veilwatching” is an OOC term used to refer to this feat. Unique interpretations & names (I.E “Veilwatchers”, “Sentries”) are encouraged.

Becoming a sentry does not grant one additional knowledge of the Veil, Void, or Voidal Creatures in any manner whatsoever. 

Veilwatching is incompatible with Voidstalking and Arcane Scions on account of their soul-warping nature. Veilwatching is compatible with Voidal Eminence, Artificery, and Atronach Forging.

Veilwatching is incompatible with any [FA/MA/CA] that warps or alters the soul; this includes all deific magics [and Palmreaders], dark magics [except Blood Magic], dark CAs, etc. Machine Spirits & Mori’Quessir are not compatible, however Klones & those with Tainted Souls as a result of a voidal tear mutation are compatible.

Veilwatching is SPECIFICALLY incompatible with the [FA] & [MA] variants of the Seers of Vaseek, as the Witness is unable to bond with individuals tied so closely to the Veil. Under NO circumstances can an individual who is or has been a Seer of Vaseek become a sentry.

Veilwatching requires a mage to have only organic eyes; any form of non-organic eye (Atronach, Animii, Golem, etc) or lacking eyes in general will render a mage incompatible. Having a single eye, or eye(s) of an organic-adjacent nature (Bogodan’s Clay, Naztherak Regrowth Boon, etc) is compatible.

To obtain the feat, a mage requires [1] Greater Source of Mana alongside [1] sentry who is [T3] in Veilwatching to connect them; See [Connection] for further details.

 


Connection

The Ritual requires the to-be sentry, the connecting sentry, and the greater source of mana to be gathered within an area that is calm and undisturbed. The sentry, empowered by the greater source of mana, invokes Noctambulism and brings the to-be sentry alongside themselves towards the Veil. From here, the sentry brings forth a tether - a metaphorical “bond” between the to-be sentry and the Veil - which the to-be sentry absorbs, slowly melding to their sight.

 

It is during the connection where a newly-connected sentry’s view upon the Veil is manifested, heavily based upon the sentry’s ideals, beliefs, and morals. Some may view the Veil as a barrier at the edge of endless space, while others might view it as a wall upon endless plains; whatever the interpretation, a sentry can never truly “see” what lies beyond the Veil, nor what lies deep within the realm of existence within the Veil. Following this, the noctambulism ends as the newly-tethered sentry takes some time to stabilize their newly-forged connection to the Veil.

 

Redlines:

Spoiler

A Greater Source of Mana is defined as; [1] Mana Obelisk, Voidal Tear, Voidal Heath, Voidstalker OR [3] T4+ Voidal Mages. The connecting sentry does not count towards the greater source of mana. A sentry may connect [3] new sentries per [1] OOC month.

The “stabilizing” of the tether is the time from the completion of the connection ritual to the acceptance of their [FA]. During this time, the sentry’s sight is grayscaled & does not benefit from any abilities of the [FA].

All aiding mages, including the connecting sentry, must link either a [T4+] Voidal MA or an Veilwatching [FA] under the newly connected sentry's application, alongside proof of the greater source of mana as outlined above.

The connection ritual must occur in a non-combative environment. The to-be sentry must [OOCly & ICly] consent to be subjected to the ritual. While the rite itself may be performed with creative liberties, it must remain consistent with the process outlined above. 

The connection ritual itself is not physically painful, nor physically damaging; it does NOT melt or otherwise replace the eyes of the mage. The connection ritual may cause mental or psychological distress, however, so long as it is not permanent or similarly altering.

While the connection ritual has no defined emote count, it is expected for this process to be high-quality and personal between the to-be sentry and connecting sentry. Disturbing the ritual while in progress causes all involved participants to be sensitive to light for [1] OOC Day.

To connect a mage, a sentry must be at least [T3] for [2] OOC months. A [TA] is not required to connect mages, but any mage a sentry connects must be tracked upon the connecting sentry’s [FA].

If a mage has non-organic eyes (I.E Atronach/Animii/Golem Eyes) they may choose to obliterate them as a part of the ritual. This irrevocably destroys the artificial eye, and cannot be undone, nor can it be done to organic/organic-adjacent eyes.

Should a sentry disconnect from Veilwatching, their eyes will revert to their pre-connection state over [1] OOC Day. If the mage chooses to replace artificial eyes as outlined above, this will result in the mage becoming eyeless. 

A mage with mundanely blinded organic/organic-adjacent eyes can become a sentry and have their sight restored so long as they remain a sentry; mages with magically induced permanent blindness are unable to become a sentry until cured of their magical blindness.

A sentry’s interpretation of the Veil can be freeform, and personalized, or it can be inherited from the connecting sentry. No single interpretation is considered the “correct” one & no interpretation can provide information on anything that might surround the Veil. This interpretation can never “see” beyond the Veil in any regards, nor look “within” to other planes & such within the Veil.

At any time, a sentry may willingly sever their own tether and self-deny their own Veilwatching [FA]. Doing so will leave the sentry with the physical and mental detriments of the feat for a period of [1] OOC month. This may NEVER be used in any manner, directly or otherwise, to force or coerce another sentry to disconnect, and must always be the choice [OOCly & IRPly] of the individual sentry.

 


Physical Effects

The eyes of the sentry remain intact and do not visibly alter on the day to day, though on occasion imperfections within the eyes may be nullified. When a connection to the void is actively sustained, the sentry’s eyes may alter and warp similar in nature to how inert arcanium behaves when exposed to a mage’s connection. This alteration provides no tangible benefit or detriment, with the sentry’s eyes being able to be concealed in any manner that mundane eyes might be, such as with sunglasses, eye wrappings, veils, though the effects of connection cannot be easily concealed save total coverage of the head.

 

The presence of the tether within a sentry’s eyes functions as both a boon and bane; the sentry will be unable to benefit from the various methods of augmenting one’s sight externally, such as alchemical lens treatments, potions, and such. Furthermore, attempts to replace or regrow the eyes of a sentry, either through magical or alchemical processes or prosthetic replacements, will fail as the tether overpowers the attempt and wholly rejects the attempt. A sentry can willingly suppress their own tether during such processes; however, doing such will result in the suffocation of their tether wholly.

 

A curious byproduct of the tether expresses itself in the physical nature of the sentry in their interaction with their surroundings, as if their very presence is somehow isolated from mundane existence. For the sentry, this presents as the slowing, or outright stopping of visible aging as if they’ve become anchored in time. Equally, the world immediately surrounding the sentry will seem too slow, as if too affected by the presence of this “anchoring”; flora caught in the wind may seem to flow within the breeze more slowly, while rain might seem to fall more slowly when it nears the sentry. 

 

Redlines:

Spoiler

A sentry may ONLY benefit from internal forms of sight enhancement, such as [Vivification]. All other forms of external sight enhancement (I.E Alchemical Lens/Potions) do not provide any benefits or detriment to a sentry.

Any form of regrowing a sentry’s eyes beyond [Oneironaut] requires the explicit [OOC & IC] Consent of the sentry, and will result in an automatic denial of their Veilwatching [FA]. Attempts at such without consent will result in the chosen method failing harmlessly.

Alchemical, magical, or mundane attempts to alter the appearance of a sentry’s eyes will be unsuccessful. This includes attempting to utilize tawkin mutations, both lesser and greater. The aesthetic alterations of a sentry’s eyes as a part of casting equally cannot provide any benefit or detriment, such as harmful flames, illuminating light, eagle-like vision, etc.

The “slowed aging” of a sentry does not mechanically slow or otherwise impact their actual age, but the outward presentation of such. While a sentry will continue to physically age at their normal rate, they may appear to visibly age significantly slower, or not at all from the point of their connection to their tether. 

The “slowness” that surrounds a sentry has no mechanic effect on anything or anyone, combative or else, including the sentry, and is purely aesthetic. This effect has a range of, at most, [8] meters and can be suppressed at will.

There is no test that can be performed to detect the tether within a sentry. Attempting to claim such is considered metagaming.

 


Mental Effects 

The mind of a sentry is affected by its linkage to the Veil, though each sentry handles these afflictions in their own manner. 

 

Primarily, a sentry bears the burden of their duty to the Veil, as the presence of the tether is constant, subtle or otherwise. For some sentries, this may manifest as a tendency to think in terms of the far future, and a struggle to keep track of time in a relevant manner. They may find a tendency to consider longer stretches of time as “short” intervals, and lose track of events and things likewise measured in days and weeks. This inability to reasonably gauge the passage of time strikes worse within Humans with their shorter life span, though it afflicts all races proportional to their lifespan.

 

A sentry bears the silent, inherent burden of their duty to the Veil. Guided by their tether, a sentry will find when faced with an obvious matter concerning the safety of the Veil a tendency to act in a manner beneficial to the Veil. For some, this may create a sensation of cognitive dissonance where one’s own internal beliefs are contrasted with the duty impressed upon them by the tether, where one would act in a manner that would be detrimental to the Veil. 

 

The common burden across all sentries, however, is the strain of keeping a tether; the Veil exceeds the scale of mortal comprehension, and itself borders the incomprehensible, infinite Void. In this, a Sentry will find that in periods of prolonged stress or unrest, they may develop symptoms and afflictions common among those consistently exposed to high stress situations, such as soldiers upon battlefields. While these are not permanent and manageable through proper rest and care, the eventual foresight developed by a sentry may prove something unmanageable, as the mortal mind struggles to comprehend the warnings and riddles presented by the Veil of events past, present, and yet to have occurred. 

 

Finally, a mastered sentry will find that the tether within their sight reaches into the depths of their mind. When exposed to the visual abominations and frights of Lesser Horrors, the tether serves to stabilize the sentry’s mind, shielding them from the visual hazards such Horrors may attempt to incur upon those through the mere sight of such abominations of the Void.


Redlines:

Spoiler

The above effects, while not capable of reducing or forcing a character into one-dimensionality, are not optional. To ignore them or completely minimize them is considered powergaming.

A sentry is no less aware of the immediate present and their surroundings than a normal individual. They may struggle with the acknowledgement and punctuality of occurrences and events within a time frame considered normal to their race.

A sentry will experience sensations akin to cognitive dissonance when they act in a manner that is obviously not to the benefit of the Veil. This may present in a multitude of manners to the sentry, such as a perceived ringing of the ears or the manifestation of similarly discomforting and disapproval stimuli. In situations that do not concern the Veil whatsoever, the sensation to do right by the Veil is lessened significantly. 

A [T3] sentry is innately resistant to visual hazards and similar effects caused from observing or seeing Lesser Horrors, Terrors, Elementals, etc. This does not permit them to see through illusions conjured by Horrors, or otherwise protect them from non-visual based hazards, or Greater Horrors. 

A sentry may more readily develop symptoms consistent with those exposed to prolonged periods of intense stress, which can be managed as any mundane individual could manage or treat them. A [T3] sentry, with the ability to witness Prophecy, will find this more difficult.

 


Abilities and Spells

[Passive] - Evervigil

Blessed or Burdened by their duty, a sentry finds their sight augmented to withstand and resist the perils of the Void.

Spoiler

A Sentry’s tether, over time, gradually improves upon and enhances the sight of the sentry. At its foremost, the sentry may actively channel mana into their tether to temporarily exchange their sight, allowing them to perceive and avoid otherwise unavoidable spells:

 

Tier 1

Tier 2

A sentry finds their sight is returned if blind, and otherwise made clearer; their eyes are unable to become ill or otherwise infected, and their sight is made average if it is below average. They also find that they have gained the ability to see [2] meters into total darkness.

A sentry finds their sight is made sharper, to the peak of their race. They find themselves now able to see [8] meters into total darkness. They may also gauge the ebb and flow of Arcana from greater sources of mana, such as Tears and Heaths.

Tier 3

Passively, a sentry finds their sight is now able to gauge the ebb and flow of Arcana from Voidal Enchantments, inert or active, and active voidal spells & generally be able to detect the presence of mana within active magic structures of any origin. They find themselves now able to see [20] meters into total darkness.

 

In addition, a sentry may see more clearly through obscurements; [3] meters further within voidal obscurements, [2] meter further within mundane obscurements and [1] meter further within non-voidal magical obscurements. While a sentry may use this to peer into such obscurements, such does not work in reverse.

Redlines:

At [T1], a sentry’s sight is elevated the average for their race if it is below that average, permitting them to see as the average person does. At [T2], this is elevated to the peak for their race. Beyond this, a sentry’s sight is unable to be augmented or enchanted further.

When looking into total darkness, a sentry’s vision is wholly grayscaled. At [T3], a sentry is able to perceive color within [8] meters, and otherwise see in greyscale up to [20] meters. Evervigil’s usage does not consume mana to utilize & cannot be abjured through active means such as Transfiguration or Abjuring Strike.

In cases where a sentry is within low light, or otherwise not total darkness, they will be able to see further than non-sentries by the ranges listed above. Evervigil does not grant the sentry the ability to perceive invisibility or otherwise see invisible/incorporeal characters under any circumstances.

A sentryr must actively focus upon an object for a minimum of [2] emotes that they are capable of detecting the flow of Arcana or the presence of active mana from to denote such. This only functions for structures or enchants that are active, or voidal in nature. Attempting to use Evervigil to metacheck or “discover” the presence of enchantments without any form of prior information is Metagaming.

Evervigil may not be used to metagame or otherwise “detect” Voidstalkers or otherwise magical beings. Greater Sources of Mana must be directly observed with a clear LoS in order to appear as such through Evervigil; simply being within the radius of greater sources of mana without LoS is not sufficient to detect them through Evervigil.

For a sentry to benefit from the obscurement sight passive of [T3] Evervigil, a mundane individual must be able to see at least [1] meter within that obscurement. If a mundane individual cannot see beyond [1] meter, then a sentry cannot use this passive to justify seeing any further.

A sentry standing within [1] meter of the edge of an obscurement, voidal or otherwise, may see into the obscurement based on the type of obscurement. A sentry may not use this passive to see outside an obscurement while within, voidal or otherwise. 

An obscurement refers to any sort of an area effect that obscures sight, such as Smoke Whispers or Deadbreath, or environmental conditions such as heavy fog. Blinding effects and dim lighting/darkness do not constitute obscurements in this regard.

 

 

[Passive] - Oneironaut

As the veil exists without respite, so too does a sentry remain unable to look away for long.

Spoiler

A Sentry’s eyes will passively regenerate damage over time, even able to recover from total destruction. In general, it takes [1] OOC Day for a sentry’s eyes to mend from damage, and [3] OOC days to mend from total destruction. If both of the sentry’s eyes are wounded or outright destroyed, the following effects occur depending upon the sentry’s tier:

 

Tier 1

Tier 2

Tier 3

The sentry may only “see” within arms reach of themselves, effectively the space they occupy. This sight is grayscaled, unable to perceive color. The sentry is unable to cast spells while both eyes are wounded or destroyed.

The sentry may “see” within [2] meters of themselves, and is able to perceive a faint amount of color. The sentry is able to cast spells while both eyes are wounded, but not if they are destroyed.

The sentry may “see” within [8] meters of themselves, and is able to perceive a moderate amount of color. The sentry is able to cast spells while both eyes are wounded or destroyed. 

 

In all cases, a sentry does not gain a heightened sense of sight or wider field of vision while under the effects of Oneironaut. The “sight” Oneironaut, while perhaps enough to function in one’s day to day life or survive stressful situations, will leave the sentry at a severe disadvantage in situations with distances that exceed the bounds of their limited “sight”. 

 

Redlines:

Should a sentry have the [Hypermetabolism] mutation, the mutation will be unable to regenerate the eyes by any means so long as they remain a sentry.. 

A wounded eye occurs when the eye remains mostly intact and has sustained some damage. A destroyed eye occurs when the eye is entirely removed from its socket, or otherwise obliterated wholly. 

The effects of each tier are only incurred if both eyes are wounded, destroyed, or some mixture of both. If one eye is wounded and the other destroyed, the sentry is considered to have both eyes wounded. The listed effects do not occur if one eye is unwounded.

Upon first becoming a sentry, a mage will find any missing eyes to regrow over [2] OOC days, as if destroyed. Upon disconnecting from Veilwatching, any eye growing in this manner will fade over [2] OOC Days. This does not apply to eyes the sentry had when they obtained the feat.

Oneironaut does not grant any form of true sight or wider field of vision to the sentry. While this passive is active, Evervigil will only function at the [T1] range, regardless of the sentry’s actual tier. The sentry’s sight retains its normal field of view and functions as mundane, grayscale vision within the list ranges.

Within [ET] Events, A circling ritual may be performed to accelerate the healing time from [1 to 2] OOC Days to a matter of narrative hours at the discretion of the presiding [ET]. Beyond this, there is no means to accelerate this regrowth.

 

 

[Active] [Noncombative] - Conservator

In the course of one’s duties, a sentry will often stumble across objects of unknown origin. A small truth to the nature of such things can serve a sentry greatly.

 

Spoiler

After [1] Emote [Connect/Cast], a Sentry may gauge the specific nature of an item or structure to determine its relation to the Veil. Depending upon the object, one of three sensations will be returned from the tether;

 

Helpful

Neutral

Harmful

The object is helpful to the Veil, either in a direct manner (healing/helping) or in a passive manner (counterance of something harmful to the Veil).

The object is neither helpful nor harmful to the Veil. No further information can be gained through Conservator.

The object is harmful to the Veil, either in a direct manner (directly damaging the Veil) or in a passive manner (antithetical to the nature/purpose of the Veil).

 

Conservator will not reveal the creator or specifics of an object, nor will it provide an explanation as to how it functions. Within [ET] Events, the presiding [ET] may choose to expand upon a Helpful or Harmful object's nature through Conservator.

 

Redlines:

Conservator cannot be used upon individuals, and must be used upon objects. Within [ET] Events, it may be used upon things it normally would not function upon, such as Horror Blood.

For handful objects, a sentry must be able to physically hold the item to use Conservator upon it. For structures, the sentry must be within LoS of the object. If it is not a greater source of mana, they must be within [8] meters of the structure, though for greater sources of mana this may be [20] meters.

Conervator does not communicate any information whatsoever beyond the classification of Helpful, Harmful, or Neutral. While a sentry innately understands the nature of these classifications, this is not justification to metagame an object based on its classification from Conservator. 

In the event of confusion over the classification of an object, [LT] should be consulted. Conservator's classification considers only the direct, actionable nature of the object, not theological or ideological stances relative to the Veil.

 

 

[Passive/Ritual] [Noncombative] - Noctambulism

As a king requires a kingdom and a shepherd a herd, the sentry requires a post to stand watch.

 

Spoiler

A Sentry may engage in a ritual over the course of [3] emotes, in which they can bring up to [3] willing others with them to the sentry’s interpretation of the border of the Veil & Void. This border may present as a figurative border, or as a literal barrier within space; it is entirely reliant on the beliefs, ideals, and morals of the sentry. Alternatively, a sentry may choose to visit this space on their own as an alternative to dreaming. 

 

Due to their connection to the Veil, a sentry is now capable of witnessing Prophecies. A sentry may choose to share prophecies they witness to those within their Noctambulism in a freeform manner. Finally, a sentry may choose to enact an altered version of this ritual to raise a mage as a sentry, as seen under [Connection]. 

 

Redlines:

Noctambulism requires the sentry to be in a quiet, non-combative space. It may not be enacted during combat. An individual must [OOCly & ICly] consent in order to be brought along.

The nature of the space upon the Noctambulism is freeform in nature, so long as it does not reveal information pertaining to other planes, the Void, or other beings within. One may not simply “cross through” the representation of the Veil. 

A [T3] sentry is capable of witnessing all [Prophecy] posts, per the Prophecy lore page. They may share any Prophecy they have witnessed, alongside any voidally related or caused vision, to any individual they take within a Noctambulism ritual.

 


General Redlines

Redlines:

To remain as sentry, a mage must have & maintain at least [3] slots dedicated to Voidal Magic. Should they ever go below this number, the sentry is unable to access any abilities beyond [T1] Oneironaut until this number is re-obtained, and has [2] OOC Weeks to re-obtain [3] slots of Voidal Magics before their feat is automatically denied. In this case only, the Sentry is not required to be [T5] in their Voidal Magics.

Loss of Sight will not result in a disconnection from Veilwatching or Voidal Magic, as a Sentry will eventually regenerate their eyes. As such, a Sentry is not subject to mechanics/redlines within Voidal [FA], [MA] or [CA]s that incur disconnection if sight is lost.

While connection requires another sentry, all progression as a sentry is capable of being self-taught. The nature & process of this self-teaching is freeform, but cannot be used to justify gaining any knowledge or information.  

While within [ET] Events (particularly voidal-related events), a sentry may consult the presiding [ET] to permit a more varied and freeform application of the abilities of a sentry. These requests should generally tie into an existing ability, and are always left to the verdict of the presiding [ET] to permit.

 


Tier Progression

Tier 1

Tier 2

Tier 3

Lasting from connection until week [2], the sentry is still adjusting to their tether. Physical effects have begun to manifest, while mental effects slowly begin to take shape. The sentry cannot use any of their active abilities but can benefit from their newfound sight.

Lasting from week [2] until week [4], the sentry’s tether has mostly settled & physical effects have fully manifested. Mental effects are not fully in effect but have begun to have an impact upon the sentry. The sentry can use most of their abilities.

Lasting from week [4] onward, the sentry’s tether has solidified its bond between the sentry and the Veil. All physical & mental effects have fully manifested & the sentry has access to the full assortment of abilities.

Abilities:

◬ [T1 Passive] Evervigil

◬ [Passive] Oneironaut

Abilities:

◬ [T2 Passive] Evervigil

◬ [Active] Conservator

Abilities:

◬ [T3 Active] Evervigil

◬ [Ritual/Passive] Noctambulism

 


Purpose

While Veilwatching as a concept provides a great amount of thematic freedom and narrative potential for a character, over time it was eventually spammed out and reduced to the Voidal EPA/Tear Detection Feat. With this rewrite, I hoped to preserve the core freedom that made Veilwatching fun, while giving it more core stuff that would provide things for a character instead of purely serving as a tear detection tool.

Credits

 Original Veilwatching Lore - WightTrash, MeteorDragon

Writer - PrimanyaQuorum
Feedback/Formatting - Stag/BrandNewKitten, StingyParrot

 

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[Voidal Feat] Annyerir 

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Some good thought went into this rewrite & I admire the tenacity that has come from REAL roleplay situations.

 

This & the event it is tied to boggled my mind. Something I wrote years ago had an impact on this server. Very grateful to both Prim & Johann for not only sharing in the thematic material but allowing me to stay in the loop when I returned. The Veil is an integral and underutilized facet of this server's lore. It deserves more recognition!  
 

Very neat write-up! I hope to see it in action. +1 

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I'd personally just call it veilwatching because that name is more setting specific to LOTC, and this lore doesn't really do enough new to justify needing to call it something else.

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It looks very cool, though why are veilwatching Scion & voidstalkers grandfathered in (with graceperiod) if they can't practice it? Or did I read that wrong?

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1 hour ago, _Black_Drag0n_ said:

It looks very cool, though why are veilwatching Scion & voidstalkers grandfathered in (with graceperiod) if they can't practice it? Or did I read that wrong?

I’ll be adjusting some of this later but the primary goal was not to intentionally remove the feat from individuals who already have it. They are considered an exemption to the compatibility for this reason with restrictions on dropping/picking it back up and teaching others 

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This is tangibly better than Veilwatching, but I still find myself wanting more. It feels like we’re iterating on the same ocular-focused design rather than exploring what Veil interaction could actually be. What I’d really like to see is a feat that approaches the Veil as something you engage with, not just perceive through. Since I don’t foresee LOTC supporting two explicitly Veil-flavored feats, this becomes our only shot at getting it right.

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1 hour ago, Luxury said:

This is tangibly better than Veilwatching, but I still find myself wanting more. It feels like we’re iterating on the same ocular-focused design rather than exploring what Veil interaction could actually be. What I’d really like to see is a feat that approaches the Veil as something you engage with, not just perceive through. Since I don’t foresee LOTC supporting two explicitly Veil-flavored feats, this becomes our only shot at getting it right.

 

I'm of the personal opinion that things of this level require ET/MArts to perform - the Veil is on the scale of interaction I'd compare to deities, so its not really something I feel comfortable putting in player hands. The Tether is just a metaphysical "link" to the veil, which means nothing in the greater scale of things. I'm not opposed to further additions and such to this feat in the future if it passes, but this feels like a good initial point

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On 1/12/2026 at 10:32 PM, PrimnyaQuorum said:

Veilwatching is incompatible with any [FA/MA/CA] that warps or alters the soul;

Will this effect Cursed Children? In it's lore piece, the soul is described as stained, not tainted. They're allowed to utilize every single magic and feat that a regular descendant is able to use with the exception of Templarism and Clerics because those Aenguls hate them. And this stain can be easily ignored if one pledges themselves to be a Shaman or Druid, or cheats death by becoming a Lich. Seeking clarification.

 

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A Stained Soul


Contrary to popular belief, devils are not infernal creatures. They are mortal beings, with full and almost completely ordinary souls that permit them the same mental capacity, morality and magical potency as members of any other descendant race. 

 

The sole characteristic that makes devils unique amongst others is the diminutive blemish on their spirit that marks them as claimed by Ixris. Whilst easily suppressed by deific connections in life, or circumvented by undeath, the same fate awaits all devils should this stain on the soul be left unchecked. 

 

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4 hours ago, Anbennar said:

Will this effect Cursed Children? In it's lore piece, the soul is described as stained, not tainted. They're allowed to utilize every single magic and feat that a regular descendant is able to use with the exception of Templarism and Clerics because those Aenguls hate them. And this stain can be easily ignored if one pledges themselves to be a Shaman or Druid, or cheats death by becoming a Lich. Seeking clarification.

 

 


you’ve answered your own question.

 

more elaborately, if you need to double down on the fact that the CC soul is not the usual tainted/altered, then I have no need to state that its warped souls are incompatible-except-xyz-case-where-its-not-really-warped.

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On 3/11/2026 at 3:10 AM, PrimnyaQuorum said:

you’ve answered your own question.

 

more elaborately, if you need to double down on the fact that the CC soul is not the usual tainted/altered, then I have no need to state that its warped souls are incompatible-except-xyz-case-where-its-not-really-warped.

 

I just need a yes or no, here. 

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

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